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Duelist

The Duelists have a very varied history. Starting with the 15th century Marxbruder, and descending from schools of thought that included both Islamic and Western philosophy, the Duelists were nearly as different as each province in Europe was from each other. The Duelists came from a variety of backgrounds, from the aristocracy to the scholars to the mercenaries to the dilettantes. From country to country the art of combat was studied as intensely as the new sciences of Physics and Biology, and the variance of thought was great.

Duelists are those who train for personal, one on one combat. Some nobles may train because warfare is no longer the sole province of their elevated blood. Some scholars may train to protect themselves from bullies and ruffians, bravos and scholarly rivals. Many mercenaries train in the hopes of their added skills giving them better survival chances in the next engagement. And the dilettantes… they learn dueling to pass the time, and relieve the monotony.

Hit Die: d8

Requirements
To qualify to become a Duelist, a character must fulfill all the following criteria.
Basic Attack Bonus: +4
Feats: Expertise, 1 other combat related Feat
Skills: Knowledge (Philosophy) +5
Class Skills
The Dualist’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Fencing (Int), Intimidate (Cha), Perform (Cha), Jump (Str), Knowledge (Philosophy) (Int), Sense Motive (Wis), and Speak Language (Int).
Skill Points at Each Level: 6 + Int Modifier
Table 7-3: Duelist
Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+0+2+0Training
2nd+2+0+2+0Training
3rd+3+1+3+1
4th+4+1+3+1Training
5th+5+1+4+1
6th+6+2+4+2Training
7th+7+2+5+2
8th+8+2+5+2Training
9th+9+3+6+3
10th+10+3+6+3Training

Class Features

All of the following are class features of the Duelist prestige class.

Weapon and Armor Proficiency: Duelists are proficient with all simple weapons and all duelist martial weapons, which are:
Rapier, Early; Main Gauche, Middle Steel; Main Gauche, Late Steel; Rapier, Long; Schiavona; Schnepfer; Tuck; Verdun; Cane, French Sword; Dusack; Saber, Short; Sword Breaker; Knife, Triple; Colichemarde; Rapier, Short; Epee; Pappenheimer.

Duelists also have Shield Proficiency. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

Training: Besides access to the Fencing Skill, which grants certain special maneuvers, the Duelist may take one of the following special Feats at each level noted on the chart above. If a feat has prerequisites, those prerequisites must be completed to take the feat.
Cloak Fighting; Advanced Dodge; Ambidexterity; Combat Reflexes; Cruel Wounding; Dodge; Improved; Disarm; Improved Initiative; Improved Trip; Improved Two-Weapon Fighting; Improvised Weapon Training; Lantern Fighting; Lightning Reflexes; Mobility; Move Through Punch; Off-Hand Parry; Punch ; sing Hilt ; Punch Using Hilt; Quick Draw; Spring Attack; Two-Weapon Fighting; Weapon Finesse; Weapon Focus; Whirlwind Attack. See New Dueling Feats for some feat descriptions.
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Page last modified on June 11, 2007, at 09:01 AM