Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield, leaping and tumbling into the fray. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade.
The path to the duelist is natural for rogues and bards, as those classes do not rely on armor for defense, although nearly as many duelists come from the ranks of fighters and rangers. They are often found in those regions that possess elaborate rules and etiquette for battle.
Role
The abilities of duelists complement those rogues or bards who wish to accentuate their fighting prowess but, because of their lack of heavy armor, are afraid to leap into combat. Duelists fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities.
Alignment
Duelists can be of any alignment, although since most hail from backgrounds as rogues or bards, they tend to eschew lawful behavior. Lawful duelists are not unheard of, however, and such duelists often adhere to a strict code of honor, refusing to attack unarmed or obviously inferior opponents.
Entry Requirements
Base Attack Bonus: +6.
Skills: Acrobatics 3 ranks, Perform 2 ranks.
Feats: Dodge, Mobility, Weapon Finesse.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | |
---|---|---|---|---|---|
1st | +1 | +0 | +1 | +0 | Canny defense, precise strike |
2nd | +2 | +0 | +1 | +0 | Improved reaction +2, parry |
3rd | +3 | +1 | +2 | +1 | Enhanced mobility |
4th | +4 | +1 | +2 | +1 | Combat Reflexes, grace |
5th | +5 | +1 | +3 | +1 | Riposte |
6th | +6 | +2 | +3 | +2 | Acrobatic charge |
7th | +7 | +2 | +4 | +2 | Elaborate defense |
8th | +8 | +2 | +4 | +2 | Improved reaction +4 |
9th | +9 | +3 | +5 | +3 | Deflect Arrows, no retreat |
10th | +10 | +3 | +5 | +3 | Crippling critical |
Class Skills (4 + Int modifier per level): Acrobatics, Deception, Athletics, Perception, Perform, and Insight
Class Features
Weapon and Armor Proficiency
A Duelist is proficient with Basic weapons plus any one other weapon group of your choice. They are proficient with light armor but not with shields.
If not using weapon groups, a Duelist is proficient with simple and martial weapons.
Canny Defense
When wearing light or no armor and not using a shield, you add 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to your Armor Class while wielding a melee weapon. If you are caught flat-footed, you also lose this bonus.
Precise Strike
You gain the ability to strike precisely with a light or one-handed piercing weapon, adding your duelist level to your damage roll.
When making a precise strike, you cannot attack with a weapon in your other hand or use a shield.
Your precise strike deals precision damage, so it only works against creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Improved Reaction
At 2nd level, you gain a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Parry
At 2nd level, you learn to parry the attacks of other creatures, causing them to miss. Whenever you take a full attack action with a light or one-handed piercing weapon, you can elect not to take one of your attacks. At any time before your next turn, you can attempt to parry an attack against you or an adjacent ally as an immediate action.
To parry the attack, you make an attack roll, using the same bonuses as the attack you chose to forego during your previous action. If your attack roll is greater than the roll of the attacking creature, the attack automatically misses.
For each size category that the attacking creature is larger than you, you take a –4 penalty on your attack roll. You also take a –4 penalty when attempting to parry an attack made against an adjacent ally.
You must declare the use of this ability after the attack is announced, but before the roll is made.
Enhanced Mobility
Starting at 3rd level, when wearing light or no armor and not using a shield, you gain an additional +4 bonus to AC against attacks of opportunity caused when you move out of a threatened square.
Combat Reflexes
At 4th level, you gain Combat Reflexes as a bonus feat.
Grace
At 4th level, you gain an additional +2 competence bonus on all Reflex saving throws. This ability functions only when you are wearing light or no armor and not using a shield.
Riposte
Starting at 5th level, you can make an attack of opportunity against any creature whose attack you successfully parry, so long as the creature you are attacking is within reach.
Acrobatic Charge
At 6th level, you gain the ability to charge in situations where others cannot. You may charge over difficult terrain that normally slows movement. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.
Elaborate Defense
At 7th level and higher, if you choose to fight defensively or use total defense in melee combat, you gain an additional +1 dodge bonus to AC for every 3 levels of duelist you have attained.
Deflect Arrows
At 9th level, you gain Deflect Arrows as a bonus feat, even if you don’t meet the prerequisites. You do not need a free hand to use this feat.
No Retreat
At 9th level, enemies adjacent to you that take a withdraw action provoke an attack of opportunity from you.
Crippling Critical
When you confirm a critical hit using a light or one-handed piercing weapon, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target’s speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, -4 penalty on all saving throws, -4 penalty to Armor Class, or 2d6 points of bleed damage.
These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.