Spell Duelist

The Spell Duelist is an arcane caster trained to meet and triumph in battle with other spellcasters to the exclusion of others.
Hit Dice: d6

Requirements

To qualify to become a spell duelist, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 4 ranks, Sense Motive 3 ranks, Acrobatics 3 ranks
Feats: Spell Focus (Abjuration), Improved Initiative
Spellcasting: Must be able to cast four arcane Abjuration spells, one of which must be 3rd level or higher.
Class Skills

The Spell Duelist's class skills (and the key ability for each skill) are Acrobatics (Dex), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skill Points: 2 + Int modifier

Table: Spell Duelist
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +2 +2 Spell Defense
2nd +1 +0 +3 +3 Spell Parry 1/day (Dispel Magic) +1 level of existing arcane spellcasting
3rd +1 +1 +3 +3 Weapon Finesse +1 level of existing arcane spellcasting class
4th +2 +1 +4 +4 Spell Parry 2/day +1 level of existing arcane spellcasting
5th +2 +1 +4 +4 Preemptive Counterspell +1 level of existing arcane spellcasting class
6th +3 +2 +5 +5 Spell Parry 3/day (Greater Dispel Magic) +1 level of existing arcane spellcasting class
7th +3 +2 +5 +5 +1 level of existing arcane spellcasting class
8th +4 +2 +6 +6 Spell Parry 4/day (spell turning) +1 level of existing arcane spellcasting class
9th +4 +3 +6 +6 +1 level of existing arcane spellcasting class
10th +5 +3 +7 +7 Spell-Parry 5/day, Prismatic Defense +1 level of existing arcane spellcasting class

Class Features

All of the following are class features of the spell duelist prestige class.
Weapon and Armor Proficiency: spell duelists gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: Starting at 2nd level when a new spell duelist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 3rd-level spells before he became an spell duelist, he must decide to which class he adds each level of spell duelist for the purpose of determining spells per day.
Spell Defense (Ex): The spell duelist is adept at avoiding enemy magical attacks that target him directly. He add's his class level to his armor class against all ranged or mellee touch attacks made against him ussing spells or spell-like abilities.
Spell Parry (Sp): Once per day, at 2nd level a spell duelist may cast a spell as an immediate action in response to enemy spell casting. Initially this spell may be a dispel magic used to counterspell. At each even numbered class level thereafter the spell duelist gains one additional daily use of this ability.
At 6th level the spell duelist may use this ability to employ greater dispel magic used to counterspell
At 8th level the spell duelist may use this ability to employ spell turning against an incoming spell or greater dispel magic used to counterspell.
Weapon Finesse (Ex): A spell duelist gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Preemptive Counterspell. (Ex): At 5th level a spell duelist may, once per round, employ a counterspell action without readying an action. On his next turn the spell duelist may not make a standard or full round actions. The duelist may make one move action, if this action is not used to make he may make a five foot step as normal.
Prismatic Defense (Sp): At 10th level a spell duelist may, as a swift or immediate, action in response to any battlefield event summon a pane of prismatic energy, this pane is composed of one layer of the prismatic wall spell and is 20 feet wide and 20 feet high. It can be used to block enemy spells, attacks or even charges. This wall requires one use of the spell duelist's spell parry ability. The wall is immobile and persists for 1 minute per caster level. Any creature moving into the wall as it is created may make a reflex sace DC 18+the spell duelist's primary casting ability bonus (Int for Wizards, Cha for Sorcerers) or suffer the wall's effects. The saving throw to resist the walls effects if a creature comes into contact with the pane is again DC 18+the spell duelist's primary casting ability bonus.

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