Author Topic: Nytemare's DMG Rewrites: Duelist  (Read 1491 times)

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Nytemare3701

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Nytemare's DMG Rewrites: Duelist
« on: July 14, 2011, 03:32:58 AM »
Requirements
To qualify to become a duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform 3 ranks, Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Finesse.

Class Features
Weapon and Armor Proficiency: [spoiler]The duelist is proficient with all simple and martial weapons, but no type of armor or shield. [/spoiler]
Canny Defense (Ex): [spoiler]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.[/spoiler]
Improved Reaction (Ex): [spoiler]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.[/spoiler]
 Stiff Parry: [spoiler]At 3rd level you may add your strength bonus in addition to your dexterity bonus to your armor class. The maximum dexterity modifier of the armor you wear limits the maximum bonus to your armor class from strength as well, but you can benefit from both dexterity and strength to armor at once (a fighter wearing armor with a +3 max dex, for example, could have +3 from dex and str, for a total of +6).[/spoiler]
Enhanced Mobility (Ex):[spoiler] When wearing no armor and not using a shield, a duelist gains +10 movement speed as well as an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.[/spoiler]
Grace (Ex): [spoiler]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. [/spoiler]
Quick Riposte:Precise Strike (Ex):[spoiler] At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage per 2 duelist levelsAt 10th level, the extra damage on a precise strike increases to +2d6.[/spoiler]
Acrobatic Charge (Ex): [spoiler]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.[/spoiler]
Elaborate Parry (Ex): [spoiler]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.[/spoiler]
Deflect Arrows:In addition, if the duelist is wielding a magic weapon, then spells requiring a ranged attack roll (such as ray spells) can also be deflected.[/spoiler]
Flashing Steel [spoiler]At 10th level, a duelist gains an extra attack at her highest base attack bonus.[/color][/spoiler]

Credit to EjoThims for Stiff parry and Quick Riposte

EjoThims

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Re: Nytemare's DMG Rewrites: Duelist
« Reply #1 on: August 08, 2011, 04:44:45 PM »
Better, but it's main features are still pretty much +4 init bonus, +17.5 bonus damage, and +20 AC (if you sink 10 full levels in, buff your Int up to 30, and take a penalty to attacks).

Deflect Arrows is nice because of the magic weapon boost, but really, by the level it comes into play, you should just be granting Exceptional Deflection, since the game assumes they've been using a magic weapon for about 10 levels now. And while I wouldn't necessarily grant Infinite, I would give them like 1/rnd/2 levels instead of simply 1/rnd.

And then only +1 attack?

Damage on this is still subpar. Defense on this you still have to jump through hoops on to surpass the norm (+20 as noted above with a high Dex versus +5 full plate and +5 animated shield) on a character that will be doing more damage anyway.

I would rank this as far weaker than the single weapon option I rolled into the base Fighter class that still also included bonus feats and a whirlwind buff and I know I didn't even begin to solve general melee problems.

Here's the particulars spoilered:

[spoiler]Single Weapon Fighting:[spoiler] This fighting style focuses on fighting by flourishing a single weapon and confusing your opponent.
Prerequisites: Weapon Finesse, Weapon Focus and Weapon Specialization with a one-handed weapon, 8 ranks in Bluff
Benefits: You gain the following benefits at the indicated fighter level when you wield a one-handed weapon in one hand and nothing in your off-hand. note: animated shield is still acceptable because shields are not specifically called outnote: great synergy with buckling the swash and through the eye for massive damage to a number of opponents, especially with massive attack later


EjoThims

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Re: Nytemare's DMG Rewrites: Duelist
« Reply #3 on: August 09, 2011, 08:11:03 PM »
Mind if I use that?

Sure, long as there's still credits if you're including it as part of something else.  ;)