Table of Contents

Path of the Duelist

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To many, a sword is just a weapon, but to a Duelist, it is their very life. They turn humble steel into weapons capable of turning aside the most devastating attacks and rebutting with an onslaught of their own. Those that walk the path of the Duelist will excel in melee combat and defense. While swords give a Duelist their edge, even those who eschew such weapons can gain some use from this path.


Key Skills

Upon selecting the Path of the Duelist, you gain the following Key Skills:


Know thy Blade

This weapon is your life

  • Requirements: CST 2, 5 EXP

When wielding an appropriately sized light or one handed weapon and wielding nothing in any other hand, the weapon may gain the Agile and Duelist Traits. The Duelist Trait may not be added to a weapon in any way aside from this talent.

The Way of the Blademaster

Precision Strike

  • Requirements: Know thy Blade, CST 5, 5 EXP

You may use your Secondary Ability Modifier to damage if wielding a weapon with the Duelist Trait in place of the standard Ability Bonus it might otherwise use.

Vital Strike

As part of a Charge or use by using a Full-Round Action, you may make one attack that deals additional damage. If the Vital Strike attack hits, your weapon inflicts its damage dice twice, and your bonus damage from Precision Strike is doubled. (This damage is treated as tho two Attacks had successfully hit and apply effects similarily, however DR, Hardnes and other Resistences are only applied once)

Deadly Duet

When you use a Half Action to Attack you may treat the Attack as though it were a Vital Strike. This can only be used once per turn per creature. If there are no Allies in Threatening you may spend 4 TP per additional Vital Strike against the same creature.

In addition, Vital Strike now ignores 5 DR the target might have.

For example, if you use Deadly Duet with a Longsword, possess a Secondary Ability score of 18, and no Allies Threaten the target, a Deadly Duet would inflict 2d8+8 damage, (not accounting for any other increases or modifiers to your damage dealt) against a Target with DR 10/Bludgeoning and ignore 5 DR leaving the Target with 5 DR to calculate resistance.

Meticulous Precision

You may ignore an additional amount of DR equal to your Base Attack Bonus when using Deadly Duet.

Parry

When wielding a weapon with the Duelist Trait, you may Parry melee attacks made against you as if you wielded a shield. You may attempt deflect a number of attacks per round equal to your BaB.

No Foul Play

When a ranged attack is made against you, you may spend 2 TP to side step the attack. This is treated the same as a Parry attempt.

Riposte

After a successful Parry attempt, you may spend 3 TP to make an Attack of Opportunity against the attacker you parried, if they are within Reach.

Deadly Riposte

  • Requirements: Riposte, Vital Strike CST 18, Acrobatics 15, 20 EXP

You may use Vital Strike or Deadly Riposte as part of an Attack of Opprotunity. This effect still maintains the same limitation regarding affecting the same target multiple times in 1 turn.

Reprise

After making a melee Attack roll, you may spend 4 TP as a Swift action to downgrade an ongoing Status Condition. If your Attack misses the TP cost is reduced by 2 and requires becomes a Free Action.

Flamboyant Strike

  • Requirements: Vital Strike, Parry, CST 9, Con , 20 EXP

Instead of dealing damage with Vital Strike you may instead gain 2 Flair Stacks. If using Deadly Duet, all attacks after the first only provide 1 Stack of Flair against the same target. If the Target is not Threatened by any allies then additional hits provide 2 Stacks of Flair.

You may spend 2 Flair Stacks gain a 5ft Adjustment Action on your turn.

You may spend 1 Flair tack instead of using TP for Riposte, if you have the Talent unlocked.

Dramatic Recovery

  • Requirements: Flamboyant Strike, Reprise CST 9, Con , 5 EXP

You may now spend 2 Stacks of Flair to downgrade a Status Condition without requiring to make an Attack. This may be down at the start of your turn without using an action. Further uses of Dramatic Recovery require a Swift Action if used on the same turn.

Swallow Fear

  • Requirements: Flamboyant Strike, CST 9, Con , 5 EXP

You no longer take additional penalties from Fear from any source of Fear as long as you have at least 1 Stack of Flair

Melodramatic Monologue

  • Requirements: Flamboyant Strike, CST 9, Con , 5 EXP

You may spent 5 TP and a Full-Round action, which provokes Attacks of Opprotunity, and gain 10 Stacks of Flair.

During the Monologue you are gain the Defended Status effect (+4 AC and +4 on Parry attempts) and any attacks you Riposte, but do not deal damage applies the Surprised Condition on the Attacker. Any creature which makes an Attack of Opprotunity receives a -10 on Sense Motive and Perception checks until the start of your next Turn. If a creature actively questions what prompted the opening for an Attack of Opprotunity, they are obligated to be told about this additional effects. (Don't worry, you planned for this when you wrote the monologue!)

The Way of the Battlemaster

Battle Grace

  • Requirements: Know thy Blade, Acrobatics 5, 10 EXP

You gain +4 Dodge bonus to your Armor Class against Attacks of Opportunity when wielding a weapon with the Duelist Trait. Additionally, you gain a +4 bonus to Parry checks against Attacks of Opportunity.

Bladed Advance

  • Requirements: Battle Grace, Acrobatics 8, 15 EXP

By spending 2 TP you may move up to 10 ft. as an Immediate Action if an opponent within 20 ft. of you moves. This may interrupt movement. Any movement you use with this Talent is subtracted from your next turns movement.

Threatening Lunge

  • Requirements: Bladed Advance, Acrobatics 10, 25 EXP

As a Swift Action, you may spend 1 TP to consider your reach as 5 ft. further for the purposes of making Attacks of Opportunity, until the start of your next turn.

Perfect Footwork

  • Requirements: Threatening Lunge, Acrobatics 15, 30 EXP

As a Free Action, you may select any number of enemies which you are aware of, and spend 2 TP per enemy selected. Until the start of your next turn, you do not provoke Attacks of Opportunity from moving through the threatened space of the chosen enemies.