Thursday, December 22, 2011

Design Day: Prestige Archetypes - The Duelist

A while ago, I presented the first of my series of "Prestige Archetypes". Essentially, they're prestige classes translated into archetypes. I started with the Arcane Archer (a magus archetype, link), and today I'm presenting the Duelist. It's an archetype for the Fighter.


The Duelist (PDF Link)

Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease.

Weapon and Armor proficiency: The street fighter is not proficient with medium armor, heavy armor or shields.

Skills: The duelist gains acrobatics as a class skill.

Canny Defense (Ex): When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces the fighter’s 1st level bonus feat.

Improved Reaction (Ex): Starting at 2nd level, a duelist gets a +1 on his initiative checks. This bonus increases by +1 at 6th level and every 4 levels thereafter. This ability replaces Bravery.

Enhanced Mobility (Ex): Starting at 3rd level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square. This ability replaces Armor Training 1.

Precise Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding ½ his duelist level to his damage rolls.
When making a precise strike, a duelist cannot attack with a weapon in his 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 is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. This ability replaces Weapon Training 1 and 2.

Parry (Ex): At 7th level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to parry an attack against him or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack he chose to forego during her previous action. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on his attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made. This ability replaces Armor Training 2.

Riposte (Ex): Starting at 11th level, a duelist can make an attack of opportunity against any creature whose attack he successfully parries, so long as the creature he is attacking is within reach. This ability replaces Armor Training 3.

Acrobatic Charge (Ex): At 13th level, a duelist gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain. This ability replaces Weapon Training 3.

Elaborate Defense (Ex): At 15th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, he gains an additional +1 dodge bonus to AC for every 4 levels of duelist she has attained. This ability replaces Armor Training 4.

No Retreat (Ex): At 17th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist. This ability replaces Weapon Training 4.

Crippling Critical (Ex): At 19th level, when the duelist confirms a critical hit using a light or one-handed piercing weapon, he can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 1d4 points of Strength of Dexterity damage, a –4 penalty on all saving throws, a –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check. This ability replaces Armor Mastery.

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