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    Titan in the Playground
     
    afroakuma's Avatar

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    Default The Martial Duelist (3.5, PrC)

    The Duelist
    A daring bravo, a master of the blade unencumbered by any hard and heavy shell, the duelist dances through stances, leading a steely partner in a waltz of danger and blood. With serpent's cunning and falcon's speed, he executes martial maneuvers while deftly avoiding the foe's reprisals.

    Requirements
    To qualify to become a duelist, a character must fulfill all the following critera:

    Base Attack Bonus: +5
    Skills: Perform 3 ranks, Tumble 5 ranks
    Feats: Weapon Finesse
    Martial Maneuvers: Any one Diamond Mind, Iron Heart or Tiger Claw maneuver, and any two stances, excepting those from the Devoted Spirit and Stone Dragon schools.

    Class Skills
    The Duelist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
    Skills Points at Each Level: 6 + int

    Hit Dice: d10

    The Duelist
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Known|Readied|Stances

    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Canny defense, reaction +2|1|0|1

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Knack|0|0|0

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Precise strike +1d6|0|1|1

    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Knack|1|0|0

    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    |Smart or swift|0|0|1

    6th|
    +6
    |
    +2
    |
    +5
    |
    +2
    |Knack|0|1|0

    7th|
    +7
    |
    +2
    |
    +5
    |
    +2
    |Precise strike +2d6|1|0|1

    8th|
    +8
    |
    +2
    |
    +6
    |
    +2
    |Knack|0|0|0

    9th|
    +9
    |
    +3
    |
    +6
    |
    +3
    |Smart and swift|0|1|1

    10th|
    +10
    |
    +3
    |
    +7
    |
    +3
    |Like lightning, knack|1|0|0[/table]

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

    Maneuvers The duelist selects maneuvers from the Diamond Mind, Iron Heart and Tiger Claw disciplines. She may also select Counters from the Setting Sun discipline, and stances from the aforementioned disciplines as well as Shadow Hand and White Raven. Whenever the duelist changes stance, she automatically recovers one expended maneuver.

    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.

    Reaction (Ex) A duelist gets a +2 bonus to Initiative checks. This bonus stacks with the bonus from Improved Initiative.

    Knack At 2nd level and every two levels thereafter, a duelist masters a new Knack, a talent she integrates into her style. The duelist selects a Knack from the following list, provided she meets the prerequisite, if any:

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    Improved Reaction (Ex): The duelist gets a +4 bonus to Initiative checks. This bonus overlaps (does not stack) with the bonus from the duelist's Reaction ability.

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

    Greater Reaction (Ex): The duelist gets a +8 bonus to Initiative checks. This bonus overlaps (does not stack) with the bonus from the duelist's Improved Reaction ability. A duelist may select Intuitive Gaze if she has the Improved Reaction ability.

    Grace (Ex): The 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.

    Extra Precision (Ex): The duelist's Precise Strike ability deals an additional 1d6 (or 2d4 if she also has the Razor Precision ability) damage. A duelist may select Extra Precision if she has the Precise Strike ability.

    Lunge (Ex): As a swift action, the duelist may declare her next attack to be a lunge; this increases her reach by 5 ft. for that attack.

    Intuitive Gaze (Ex): The duelist can use the Spot skill as a swift action to land a blow precisely against a hard-to-perceive foe. A successful Spot check lets the duelist ignore one of the following on a single foe for one round:

    {table=head]Occlusion|DC
    Nonmagical concealment|20
    Invisibility|20
    Blur|25
    Mirror Image|10+spell's DC
    Displacement|30[/table]

    A duelist may select Intuitive Gaze if she has 5 or more ranks in Spot.

    Acrobatic Charge (Ex): The 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. A duelist may select Acrobatic Charge if she has 8 or more ranks in Tumble.

    Uncanny Dodge (Ex): The duelist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    Improved Uncanny Dodge (Ex): The duelist can no longer be flanked. This defense denies a rogue the ability to sneak attack the duelist by flanking him, unless the attacker has at least four more rogue levels than the target has duelist levels. Levels of any other class that grants uncanny dodge stack with duelist levels for the purpose of this ability. A duelist may select Improved Uncanny Dodge if she already has the Uncanny Dodge ability.

    Evasion (Ex): If a duelist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a duelist is not wearing armor or holding a shield. A helpless duelist does not gain the benefit of evasion.

    Improved Evasion (Ex): As Evasion, but the duelist only takes half damage even on a failed save. A duelist may select Improved Evasion if she already has the Evasion ability.

    Springing Striker (Ex): The duelist may take any standard action in place of the attack offered by her Spring Attack feat when using that feat. A duelist may select Springing Striker if she has the Spring Attack feat.

    Razor Precision (Ex): The extra damage from the duelist's Precise Strike ability increases from 1d6 to 2d4. If the duelist has reached 7th level, the extra damage becomes 4d4 instead of 2d6. A duelist may select Razor Precision if she has the Precise Strike ability.

    Defensive Roll (Ex): As the rogue ability of the same name.

    Flashing Blade (Ex): The duelist is entitled to an attack of opportunity against any foe that enters her threatened area.

    Spinning Leap (Ex): The duelist doubles the height and distance she can jump. A duelist may select Spinning Jump if she has 5 or more ranks in Jump.

    Opportunist (Ex): As the rogue ability of the same name.

    Expert Parry (Ex): When the duelist takes at least a -2 penalty on her attack using the Combat Expertise feat, she gains a +2 competence bonus to AC until her next turn. A duelist may select Spinning Jump if she has the Combat Expertise feat.

    Bonus Feat (Ex): The duelist may select a feat for which she meets the prerequisites from the following list:

    Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows*, Dodge, Greater Weapon Focus, Greater Weapon Specialization^, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Lightning Reflexes, Mobility, Quick Draw, Run, Skill Focus, Spring Attack, Weapon Focus, Weapon Specialization^, Whirlwind Attack

    *: Improved Unarmed Strike not required to select this feat.
    ^: Fighter levels not required to select this feat.

    A duelist may select bonus feats from an expanded list with the following sourcebooks:

    Complete Adventurer
    Combat Intuition, Danger Sense, Death Blow, Deft Opportunist, Deft Strike, Dive for Cover, Force of Personality, Goad, Insightful Reflexes, Jack of All Trades, Quick Reconnoiter.

    Complete Scoundrel
    Cool Head, Daredevil Athlete, Deadly Defense, Freerunner, Improved Skirmish, Sure Hand, Sweet Talker, any Luck feat.

    Player's Handbook II
    Acrobatic Strike, Adaptable Flanker, Battle Dancer, Bounding Assault, Combat Acrobat, Combat Cloak Expert, Combat Panache, Combat Tactician, Cunning Evasion, Driving Attack, Einhander, Hindering Opportunist, Intimidating Strike, Leap of the Heavens, Lunging Strike, Melee Evasion, Melee Weapon Mastery, Overwhelming Assault, Rapid Blitz, Robilar's Gambit, Slashing Fury, Telling Blow, Tumbling Feint, Vexing Flanker, Weapon Supremacy, all Combat Form feats.

    Tome of Battle
    Adaptive Style, Avenging Strike, Blade Meditation, Evasive Reflexes, Extra Readied Maneuver, Martial Stance, Perfect Clarity of Body and Mind, Rapid Assault, Shadow Blade, Snap Kick, Sudden Recovery, Unnerving Calm, Vital Recovery.



    Precise Strike (Ex) At 3rd level, 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. At 7th level, the extra damage on a precise strike increases to +2d6.

    Smart or Swift (Ex) At 5th level, the duelist chooses to focus her combat prowess around either her agility or her wits. She selects either her Dexterity or her Intelligence modifier at the time she obtains this ability, and adds that modifier to her damage rolls with any light or one-handed weapon. At 9th, she also adds the unchosen ability's modifier to her damage rolls with any light or one-handed weapon.

    Like Lightning (Ex) At 10th level, the duelist's attacks are simply too precise and too fast for reaction. Dodge bonuses to AC no longer count against the duelist's attacks.
    Last edited by afroakuma; 2011-06-04 at 11:42 AM.

  2. - Top - End - #2
    Barbarian in the Playground
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    Default Re: The Martial Duelist (3.5, PrC)

    Sure is some missing data in here, Fro!

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    afroakuma's Avatar

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    Default Re: The Martial Duelist (3.5, PrC)

    Let's try this then.

  4. - Top - End - #4
    Firbolg in the Playground
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    Default Re: The Martial Duelist (3.5, PrC)

    Was it intended to turn the duelist into a two weapon fighting class? Because between tiger claw maneuvers, nothing I see restricting an offhand weapon, and bonus damage (dex bonus and 2d6), this class seems to really heavily favor two weapon fighting... which is sad, because I've always seen it as one of the few attempts to make fighting with a single weapon viable (though it failed, the spirit/intention is there, and it's somewhat disappointing to see any remake of it go in a totally different direction)
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  5. - Top - End - #5
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    unosarta's Avatar

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    Default Re: The Martial Duelist (3.5, PrC)

    Quote Originally Posted by Seerow View Post
    Was it intended to turn the duelist into a two weapon fighting class? Because between tiger claw maneuvers, nothing I see restricting an offhand weapon, and bonus damage (dex bonus and 2d6), this class seems to really heavily favor two weapon fighting... which is sad, because I've always seen it as one of the few attempts to make fighting with a single weapon viable (though it failed, the spirit/intention is there, and it's somewhat disappointing to see any remake of it go in a totally different direction)
    The precision damage only applies to the main hand weapon.

    As for the actual class; I like it. Just a few questions: Does the bonus from Readiness stack with that of Improved Initiative? In addition, are there any requirements, maneuver-wise, besides the two stances? If no, is it possible to enter the class without any Initiating base classes, via the Martial Stance feat? Is this intended?
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    afroakuma's Avatar

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    Default Re: The Martial Duelist (3.5, PrC)

    Quote Originally Posted by unosarta View Post
    Just a few questions: Does the bonus from Readiness stack with that of Improved Initiative?
    Untyped bonuses always stack, but I put in reminder text regardless.

    In addition, are there any requirements, maneuver-wise, besides the two stances? If no, is it possible to enter the class without any Initiating base classes, via the Martial Stance feat? Is this intended?
    Martial Stance requires that you have a maneuver anyway, but I've put in a bit of restriction there just in case. Trying to get in with Martial Stance requires a minimum of three feats, plus Weapon Finesse, so it's a wee bit more taxing.

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    Veyr's Avatar

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    Default Re: The Martial Duelist (3.5, PrC)

    Why don't Devoted Spirit or Stone Dragon stances count? That seems like a really weird limitation. Speaking of weird, the maneuvers thing is utterly bizarre.

    Canny Defense is still absolute crap. You should probably change it. Even full Int-to-AC isn't that good, especially when it eliminates any armor. Really, Light Armor would make more sense and balance than Unarmored, IMO.

    The amount of damage from Precision Strike is really low. Neither Extra Precision nor Razor Precision greatly improves this situation.

    Greater Reaction states that "A duelist may select Intuitive Gaze[sic] if she has the Improved Reaction ability."

    Like Lightning seems a little meh for a capstone. It's not a terrible ability but Dodge bonuses aren't that common for the most part.
    Last edited by Veyr; 2011-06-05 at 06:09 PM.

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    afroakuma's Avatar

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    Default Re: The Martial Duelist (3.5, PrC)

    We'll see if I can tweak this thing in a bit.

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