Duelist Core Class

The Duelist is a savvy fighter who relies on wit and reflexes more than armor and brawn. A skilled master with the rapier a duelist excels at besting single opponents in a one on one duel.

Table: The Duelist

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Parrying defense, Weapon Finesse
2nd +2 +0 +3 +0 Exemplary Dodge
3rd +3 +1 +3 +1 Deadly Finesse, Uncanny Dodge
4th +4 +1 +4 +1 Bonus Feat
5th +5 +1 +4 +1 Precise strike +1d6
6th +6/+1 +2 +5 +2 Specialist, Evasion
7th +7/+2 +2 +5 +2 Improved reaction +2
8th +8/+3 +2 +6 +2 Enhanced mobility, Bonus Feat
9th +9/+4 +3 +6 +3 Lucky (1/day)
10th +10/+5 +3 +7 +3 Precise strike +2d6
11th +11/+6/+1 +3 +7 +3 Acrobatic charge
12th +12/+7/+2 +4 +8 +4 Elaborate parry, Bonus Feat
13th +13/+8/+3 +4 +8 +4 Improved reaction +4
14th +14/+9/+4 +4 +9 +4 Very Lucky (1/encounter)
15th +15/+10/+5 +5 +9 +5 Precise strike +3d6
16th +16/+11/+6/+1 +5 +10 +5 Acrobatic Mastery, Bonus Feat
17th +17/+12/+7/+2 +5 +10 +5 Deflect Arrows
18th +18/+13/+8/+3 +6 +11 +6 Piercing Critical
19th +19/+14/+9/+4 +6 +11 +6 Ludicrous Luck (2/encounter)
20th +20/+15/+10/+5 +6 +12 +6 Precise strike +4d6, Bonus Feat

Hit Die

Class Skills**

The duelist’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy(Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Perception (Wis), Perform (Cha), Sense Motive (Wis)

Class Features

Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but no type of armor or shield.
Parrying 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 his Armor Class as a Shield bonus while wielding a melee weapon against all melee attacks. If a duelist is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
Weapon Finesse (Ex): At 1st level duelist receives weapon finesse as a bonus feat
Exemplary Dodge (Ex): At 2nd level a duelist gains the use of the Dodge feat as a bonus feat.
At every even numbered class level beyond 2nd the bonus granted by the exemplary dodge feat increases by +1 to a maximum of +10 at level 20.
Deadly Finesse (Ex):Once a duelist achieves 3rd level he may use his Dexterity modifier instead of his Strength modifier on damage rolls as well as attack rolls (from Weapon Finesse) made with a light weapon, rapier, whip, or spiked chain. Unlike the strength bonus to damage this bonus does not reduce to half for off hand weapons nor increase by a factor of 1.5 while wielding a two handed weapons (such as a spiked chain).
Uncanny Dodge (Ex): Starting at 3rd level, a duelist can react to danger before his senses would normally allow him to do so. She retains her Dexterity and Intelligence bonuses to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. He still loses her Dexterity bonus to AC if immobilized. If a duelist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Bonus Feats (Ex): Starting at level 4 and at every further level divisible by four the duelist may take a bonus feat selected from the fighters list of bonus feats
Specialist (Ex): At 6th level the duelist qualifies for the weapon specialization feat for any weapon which can be used with weapon finesse. From this point forward her effective fighter level is her class level -2 with respect to qualifying for fighter only feats such as Improved Weapon Focus, and Improved Weapon Specialization with this kind of weapon.
Evasion (Ex): At 6th level and higher, a duelist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the duelist is wearing light armor or no armor. A helpless duelist does not gain the benefit of evasion.
Improved Reaction (Ex): At 7th level, a duelist gains a +2 bonus on initiative checks.
At 13th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Enhanced Mobility (Ex): At 8th level when wearing no armor and not using a shield, a duelist gains a +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square. This bonus stacks with the bonus granted by the Mobility feat.
Precise Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll with his primary weapon.
When making a precise strike, a duelist cannot or use a shield. Any item or ability that protects a creature from sneak attacks also protects a creature from a precise strike. Every five levels thereafter the extra damage on a precise strike increases by +1d6.
Lucky (Su):At 9th level a sometimes things just seem to work out well for the duelist. Once per day a Duelist may reroll of any die he has rolled for an attack roll, skill check, saving throw, or ability check. Alternately the duelist may force an opponent to reroll an attack roll against him.
Acrobatic Charge (Ex):At 11th level, a duelist gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.
Elaborate Parry (Ex):At 12th level and higher, if a duelist chooses to fight defensively, use total defense, or employ the combat expertise feat they received considerably greater benefit. The bonus for fighting defensively or using combat expertise doubles. If the duelist employs a total defense action he receives a +1 dodge bonus to AC for each level of duelist he has.
Acrobatic Mastery (Ex): At 13th level, a duelist may take ten on any acrobatic skill checks he makes even while stressed or distracted
Very Lucky(Su):At 14th level a Duelist seems to get lucky with surprising frequency. Up to once per encounter the Duelist may make a luck reroll.
Deflect Arrows
At 17th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.
Piercing Critical (Ex):At 18th level when using a light or one-handed piercing weapon, a duelist increases the critical multiplier of the weapon by one step. Thus a rapier, ordinarily 18-20/X2 becomes 18-20/X3. This ability does not stack with any other ability which enhances the critical multiplier of a weapon. Other critical effects such as burst, vorpal, or keen weapons or the improved critical feat are compatible with this ability.
Ludicrous Luck (Su):At 19th level a duelist is quite literally one of the luckiest people alive, Up to twice per encounter (but no more than once per round) a duelist may make a luck reroll.

The content of this page is licensed under: Creative Commons Attribution-NC-SA 3.0; Most game rules licensed under OGL 1.0a; All images copyrighted by their creators all rights reserved; See legal page for more details