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Path of the Duelist
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:
- Knowledge (Nobility)
Know thy Blade
This weapon is your life
- Requirements: BaB 1, 5 EXP
When wielding an appropriately sized light or one handed weapon with the Blade Trait, 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: Bab 3, 10 EXP, Know thy Blade
You may add your secondary ability bonus to damage if wielding a weapon with the Duelist trait
Vital Strike
- Requirements: Perception 5, Bab 6, 20 EXP, Precision Strike
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. If a a vital strike hits it deals a bonus dice of weapon damage plus your secondary ability bonus (in addition to Precision strike damage)
You may charge and use Vital Strike
Deadly Strike
- Requirements: Perception 10, Bab 11, 25 EXP, Know thy Blade, Precision Strike, Vital Strike
When you hit with Vital Strike, you deal an additional weapon damage dice and secondary ability bonus in damage.
Parry
- Requirements: Acrobatics 5, Bab 4, 15 EXP, Know thy Blade, Precision Strike
When wielding a weapon with the Duelist trait you may parry melee attacks against you as if you wielded a shield. You may parry a number of attacks per round equal to your Prowess and they use attacks of opportunity just as a shield does
Sword in a Gunfight
- Requirements: Acrobatics 8, Bab 7, 25 EXP, Know thy Blade, Precision Strike, Parry
When a ranged attack is made against you, you can spend 1 TP to cut the weapon (or ammunition) out of the air, deflecting the attack so you take no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed, and you must use a weapon with the Duelist trait. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected.
Counterstrike
- Requirements: Acrobatics 10, Bab 8, 25 EXP, Know thy Blade, Precision Strike, Parry
After a successful parry attempt you may spend 2 TP to make an attack of opportunity against the attacker you parried. If this ability is used, on your next turn when making a full attack you lose a number of attacks equal to the number of times you counterstriked, starting with the lowest attack bonus first. If this exceeds your attacks you are Staggered and Flat Footed until the start of your next turn.
One Thousand Cuts
- Requirements: Acrobatics 15, Bab 11, 30 EXP, Know thy Blade, Precision Strike, Parry, Counterstrike
When using counterstrike, if you exceed the number of attacks you can make in a turn you are no longer Staggered and Flatfooted, but may not take a attack that turn.
Wall of Blades
- Requirements: Acrobatics 10, Bab 6, 20 EXP, Know thy Blade, Precision Strike, Parry
When using the Parry or Sword in a Gunfight Talent talent, you may spend TP up to your secondary ability to gain a Parry Bonus equal to TP spent on a single parry attempt or Sword in a Gunfight Talent. You must spend this before the result of the parry is announced . This does not grant additional parry attempts, only a bonus on the Parry check.
Elusive Duelist
- Requirements: Acrobatics 12, Bab 8, 20 EXP, Know thy Blade, Precision Strike, Parry, Wall of Blades
If you have made a parry attempt this turn, any attacks from enemies not adjacent to you suffer a -4 penalty on the attack against you
The Way of the Battlemaster
Battle Grace
- Requirements: Acrobatics 5, 10 EXP, Know thy Blade
You gain +4 AC and Parry bonus against attacks of opportunity.
Bladed Advance
- Requirements: Acrobatics 8, 15 EXP, Know thy Blade, Battle Grace
By spending 2 TP you may move up to 10ft as a Reaction if an opponent within 20ft moves. This may interrupt movement. Any movement you use with this talent is subtracted from your next turns movement.
Threatening Lunge
- Requirements: Acrobatics 10, 25 EXP, Know thy Blade, Battle Grace, Bladed Advance
As a swift action you spend 1 TP and count your reach as 5ft more for the purposes of attacks of opportunity until the start of your next turn
Perfect Footwork
- Requirements: Acrobatics 15, 30 EXP, Know thy Blade, Battle Grace, Bladed Advance, Threatening Lunge
As a free action you may select any numbers of enemies 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 movement from those enemies.
