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Duelist

(Sword and Fist: A Guidebook to Monks and Fighters variant, p. 17)

The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons.

Requirements

Base Attack Bonus: +6

Skills: Perform 3 ranks , Tumble 5 ranks

Feats: Dodge , Ambidexterity , Mobility

Weapon Proficiency: Rapier


Hit die

d10

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but no type of armor. The only shield they are proficient with is the buckler.

Canny Defense: When not wearing armor, duelists add their Intelligence bonus (if any) to their Dexterity bonus to modify Armor Class while wielding a melee weapon. If the duelist is caught flatfooted or otherwise denied his Dexterity bonus, he also loses this bonus.

Precise Strike: At 2nd level, the duelist gains the extraordinary ability to strike precisely with a one-handed piercing weapon, gaining a bonus 1d6 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 buckler). A duelist's precise strike only works against living creatures with discernable anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits (such as armor with fortification) also protects a creature from a precise strike. Every four duelist levels gained thereafter, she increases the extra damage by +1d6.

Enhanced Mobility: When unarmored, the duelist gains an additional +4 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 only when wearing no armor.

Acrobatic Attack: At 5th level, if the duelist attacks by jumping at least 5 feet toward his opponent, jumping down at least 5 feet onto his opponent or swinging on a rope or similar object into his opponent, he gains a +2 to attack and damage rolls. Make a Jump check; if the result is less than 5 feet, you cannot use this ability on this attack. If the distance is greater than that between the duelist and the opponent, the duelist can limit the distance to that of the opponent as a free action. This is an extraordinary ability.

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

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

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

Advancement

Level BAB Fort Ref Will 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

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Bluff CHA no no
Escape Artist DEX no yes
Innuendo Wis yes no
Jump STR no yes
Listen WIS no no
Perform CHA no no
Sense Motive WIS no no
Spot WIS no no
Tumble DEX yes yes

Also appears in

  1. Dungeon Master's Guide v.3.5

Spells for Duelist

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