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Duelist

(Dungeon Master's Guide v.3.5 variant, p. 185)

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 , Mobility , Weapon Finesse


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 or shield.

Canny 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 her Dexterity bonus to modify Armor Class while wielding a melee weapon. For instance, a 2nd-level duelist with an Intelligence score of 16 (+3 bonus) can add +2 to her Armor Class. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Improved Reaction (Ex): At 2nd level, a duelist gains 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.

Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Grace (Ex): At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

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 her normal damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible 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 the fortification special ability) also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.

Acrobatic Charge (Ex): At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. This enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her charge target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks in particular) to successfully move over the terrain.

Elaborate Parry (Ex): At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Deflect Arrows: At 9th level, a duelist gains the benefit of the Deflect Arrows feat (see page 93 of the Player’s Handbook) when using a light or one-handed piercing weapon.

Advancement

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Canny defense
2nd +2 +0 +3 +0 Improved reaction +2
3rd +3 +1 +3 +1 Enhanced mobility
4th +4 +1 +4 +1 Grace
5th +5 +1 +4 +1 Precise strike +1d6
6th +6 +2 +5 +2 Acrobatic charge
7th +7 +2 +5 +2 Elaborate parry
8th +8 +2 +6 +2 Improved reaction +4
9th +9 +3 +6 +3 Deflect arrows
10th +10 +3 +7 +3 Precise strike +2d6

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Bluff CHA no no
Escape Artist DEX no yes
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. Sword and Fist: A Guidebook to Monks and Fighters

Spells for Duelist

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