Difference between revisions of "Duelist"
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'''Base Attack Bonus''': +6<br> | '''Base Attack Bonus''': +6<br> | ||
− | '''Skills''': | + | '''Skills''': Acrobatics 5 ranks, Parry 5 ranks<br> |
'''Feats''': Dodge, Mobility, Weapon Finesse<br> | '''Feats''': Dodge, Mobility, Weapon Finesse<br> | ||
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'''Armor Proficiencies''': None<br> | '''Armor Proficiencies''': None<br> | ||
'''Skill Points''': 4 + Int modifier<br> | '''Skill Points''': 4 + Int modifier<br> | ||
− | '''Class Skills''': | + | '''Class Skills''': Acrobatics, Bluff, Escape Artist,Knowledge: Architecture, Parry, Perception, Perform, Sense Motive, Taunt,<br> |
'''Canny Defense''': When not wearing armor or using a shield, the duelist adds her intelligence bonus to her AC, with a maximum bonus equal to her duelist level. This does not stack with the Unfettered Defense class feature granted with Invisible Blade.<br> | '''Canny Defense''': When not wearing armor or using a shield, the duelist adds her intelligence bonus to her AC, with a maximum bonus equal to her duelist level. This does not stack with the Unfettered Defense class feature granted with Invisible Blade.<br> |
Revision as of 15:16, 22 September 2018
Base Classes | Prestige Classes |
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Duelists are nimble, intelligent fighters trained in precision and deftness with light weapons such as the rapier. They always take full advantage of their quick reflexes and wits in a fight, never hesitating to mark the difference between themselves and their opponents by commanding the tempo and pace of their fights. Rather than wearing bulky armor, duelists feel the best way to protect themselves is to deny their opponent the opportunity to make the battle a test of blacksmithing, brushing aside reliance upon armor. Duelists train long hours with their single chosen weapon, specializing in dodging and parrying, elevating the art of the riptose and the push-cut above the mere hacking and butchery of other warriors. A duelist is at home when facing a single opponent in combat, bringing skill and form forth against their foes. Individuals duel for sport or as part of their upbringing, whether it be due to cultural, traditional, or social factors. Though many duelists hail from prestigious backgrounds of swordplay and training, noble houses, or means of wealth, there are just as many who have earned their talents and skill wagering upon themselves, or even fighting out of sheer necessity.
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Requirements
Base Attack Bonus: +6
Skills: Acrobatics 5 ranks, Parry 5 ranks
Feats: Dodge, Mobility, Weapon Finesse
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Class Features
Hit Die: d10
Base Attack Bonus: High
High Saves: Reflex
Weapon Proficiencies: Simple and martial weapons
Armor Proficiencies: None
Skill Points: 4 + Int modifier
Class Skills: Acrobatics, Bluff, Escape Artist,Knowledge: Architecture, Parry, Perception, Perform, Sense Motive, Taunt,
Canny Defense: When not wearing armor or using a shield, the duelist adds her intelligence bonus to her AC, with a maximum bonus equal to her duelist level. This does not stack with the Unfettered Defense class feature granted with Invisible Blade.
Improved Reaction: At 2nd level, the duelist can improve her speed and reaction time, triggering the equivalent of the haste spell as if cast by a sorcerer of the duelist's class level. This ability can be used once per day at 2nd level, 3/day at 4th level, 4/day at 6th level, 5/day at 8th level, and 6/day at 10th level.
Enhanced Mobility: At 3rd level, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity provoked by movement. This bonus stacks with that granted by the Mobility feat.
Grace: At 4th level, the duelist gains a +2 bonus on Reflex saves.
Precise Strike: At 5th level, the duelist's skill and precision allows her to inflict much more grievous wounds than her weapon might suggest. Whenever the duelist attacks with a light or one-handed piercing weapon, she adds 1d6 to her damage. This bonus increases to 2d6 at 10th level.
Flourish: A 6th level duelist can make an impressive, flashy attack with a light or one-handed piercing weapon that catches her foe off guard. This attack deals 2d6 additional points of piercing damage. There is no limit to the number of times per day the duelist may use this ability, but a 30 second "cooldown" period is required between uses.
Elaborate Parry: At 7th level, the duelist masters the art of defense with her blade. Whenever she weilds a light or one-handed piercing weapon, she adds her duelist level to Parry checks.
Deflect Arrows: A 9th level duelist gains Deflect Arrows as a bonus feat.