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Duelist

               Base
Class     Attack     Fort     Ref        Will
Level     Bonus     Save     Save     Save     Special
1st             +1         +0         +2         +0         Canny Defense
2nd            +2         +0         +3         +0         Precise Strike +1d6
3rd            +3         +1         +3          +1         Enhanced Mobility
4th            +4         +1         +4          +1         Grace
5th            +5         +1         +4          +1         Acrobatic Attack
6th            +6         +2         +5          +2         Precise Strike +2d6
7th            +7         +2         +5          +2          Elaborate Parry
8th            +8         +2         +6          +2          Improved Reflexes
9th            +9         +3         +6          +3          Deflect Arrows
10th          +10       +3         +7          +3          Precise Strike +3d6

Hit dice: d10

In a world with heavily armored knights on huge, galloping chargers and powerful mages wielding mind-churning spells, there's no place for the daring swashbuckler who relies on his wits and reflexes to survive, right? Wrong. The duelist proves that precision and skill are viable alternatives to massive weapons, and agility is a viable alternative to heavy armor....

Base Attack Bonus: +6

Skills: Perform 3 ranks

Tumble 5 ranks

Feats: Dodge, Weapon Proficiency (rapier), Ambidexterity, Mobility

Class Skills:

Balance (Dex) Listen (Wis)

Bluff (Cha) Perform (Cha)

Escape Artist (Dex) Sense Motive (Wis)

Innuendo (Wis) Spot (Wis)

Intuit Danger (Wis, exclusive skill) Tumble (Dex)

Jump (Str)

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

Canny Defense: When not wearing armor, duelists add their Intelligence bonus to their Dexterity bonus to modify Armor Class while wielding a weapon. As with normal Dexterity AC modifications, positive modifiers are lost when the duelist is caught flat-footed.

Precise Strike: At 2nd level, the duelist gains the extraordinary ability to strike precisely with a light piercing weapon, gaining a bonus +1d6 points of damage added to her normal damage roll. When making a precise strike, the duelist cannot attack with a weapon in her other hand, although she can defend with it (or, if she has the proficiency, a shield). Like critical hits and sneak attacks, Precise Strike is ineffective against constructs, undead, oozes, and fortified armor. Every four duelist levels gained thereafter, she increases the extra damage by +1d6. If the duelist also has the rogue's sneak attack ability, the precise strike damage stacks with the sneak attack damage.

Enhanced Mobility: When not wearing armor, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area.

Grace: At 4th level, the duelist gains an additional +2 competence bonus to all Reflex saving throws. This ability functions for the duelist on when wearing no armor.

Acrobatic Attack: At 5th level, if the duelist attacks by jumping at least 5 feet into his opponent, jumping down at least 5 feet onto his opponent, or swining on a rope or similar object into his opponent, he gains a +2 circumstance bonus to attack and damage rolls. This is an extraordinary ability.

Elaborate Parry: At 7th level, if the duelist chooses to fight defensively or uses the full defense action in combat, she gains an additional +1 dodge bonus to her AC for each class level of duelist she has. This is an extraordinary ability.

Improved Reaction: At 8th level, the duelist gains a +2 competence bonus to initative rolls. This ability stacks with Improved Initiative.

Deflect Arrows: The duelist gains the Deflect Arrows feat (see page 81 of the Player's Handbook) only when he uses his one-handed piercing weapon.