The Duelist, Revised
The duelist is a master of one-on-one combat. Whether as noble champion for a cause or person, or as a self-employed rake, no one excels more than the duelist at fencing.
A truly devoted duelist may wish to acquire the Ambidexterity, Blind-fighting, Dirty Fighting, Expert Tactician, Improved Initative, Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting, Weapon Finesse, and/or Weapon Specialization feats.
- Base Attack Bonus: +5
- Feats: Combat Reflexes, Dodge, Expertise, Weapon Focus
- Skill: Bluff 4 ranks, Intimidate 3 ranks, Knowledge (politics) 3 ranks
Duelist Prestige Class Abilities
|Class Level||BAB||Fort||Reflex||Will|| Special|
|1||+1||+0||+2||+0||Canny Defense, Quickdraw|
|2||+2||+0||+3||+0||Precise Strike +1d6|
|6||+6||+2||+5||+2||Precise Strke +2d6|
|10||+10||+3||+7||+3||Precise Strike +3d6|
The duelist's Class Skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge (politics), Knowledge (streetwise), Sense Motive (Wis), and Tumble (Dex).
Skill Points at each Level: 4 + Int modifier
- Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but gains no armor or shield proficiencies. Note that armor check penalties apply for armor heavier than leather armor apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for each 5 pounds of equipment carried.
- Canny Defense (Ex): When not wearing armor, duelists add his Intelligence bonus (if any) to his AC while wielding a melee weapon. If the Duelist is caught flat-footed, or otherwise denied his Dexterity bonus to AC, he also looses this bonus.
- Quickdraw (Ex): A duelist is never caught off his guard. As long as he is not bound, grappled, or otherwise hampered, the duelist may draw one or two bladed weapons with which he is proficient as a free action, instead of a move-equivalent action, even if he is surprised.
- Precise Strike (Ex): At 2nd level, the duelist gains the ability to strike precisely with a one-handed piercing weapon, or with a weapon with which the duelist has taken the Weapon Focus feat (but not both, the duelist must choose when this ability is gained), gaining a bonus 1d6 damage to his normal damage roll. When making a precise strike, the duelist cannot attack with a weapon in his other hand, although he can defend with it, or with a buckler. A duelist's precise strike only works against living creatures with discernable anatomies. Any creature which is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a precise strike, and any item that protects a creature from critical hits (such as armor with fortification) also protects a creature from precise strike. Every four levels thereafter, the duelist increases the damage of the precise strike by +1d6.
- Superior Feint (Ex): The duelist is a master of misdirecting his opponent and recieves a +2 competence bonus to attempts feint in combat (see page 64 of the Player's Handbook for rules on using the Bluff skill in combat).
- First Blood (Ex): A duelist gains the ability to make an attack that is flashy and draws blood from his opponent, distracting him on the heat of battle. The duelist can make no other attacks on the round he attempts to draw first blood, but he may choose to fight defensively. The duelist makes his attack with a -4 penalty due to the necessary precision first blood requires, but if the attack is successful, the duelist's opponent suffers 1d8 points of subdual damage and is rendered flat-footed for a number of rounds equal to 1 + the duelist's Cha modifier (minimum of 1 round, beginning on the duelist's next initiative round). In addition, an opponent affected by a successsful first blood strike suffers a -2 morale penalty to attack rolls and saves against the duelist for the same duration. Any creature which is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to first blood, and any item that protects a creature from critical hits (such as armor with fortification) also protects a creature from first blood. The duelist may only draw first blood once during a given duel, and may not use this ability if first blood has been drawn against him (for example, by another duelist).
- Improved Disarm (Ex): At 5th level, the duelist does not draw an attack of opportunity for attemptng a disarm maneuver, nor does the opponent receive an automatic opportunity to disarm him if the disarm attempt fails.
- Improved Reaction (Ex): At 8th level, the duelist gains a +2 to initative rolls. This ability stacks with Improved Initiative.
- Master Stroke (Ex): Each duelist eventually develops his own unique style of fighting. The duelist may attempt to deliver his master stroke in a devastating attack which can severely disable his opponent. If the attack succeeds, in addition to normal damage, the duelist's opponent must make a Fortitude save versus DC 15 + Duelist levels. If the save fails, the duelist's opponent suffers 1d6 points of temporary Dexterity ability damage and is staggered for one round while he recovers from the blow (see page 135 of the Player's Handbook for details of the staggered condition). If the save succeeds, the duelist's opponents still suffers 1 point of temporary Dexterity ability damage. Any creature which is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a master stroke, and any item that protects a creature from critical hits (such as armor with fortification) also protects a creature from the duelist's master stroke. The duelist may not employ his master stroke more than once per day against any given opponent.