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Advanced Dungeons & Dragons Character Stats


Duelist

Hit Die: d10.

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 Skills

The duelist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Duelist

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+1

+0

+2

+0

Canny defense

2nd

+2

+0

+3

+0

Improved reaction +2

3rd

+3

+1

+3

+1

Enhanced mobility

4th

+4

+1

+4

+1

Grace

5th

+5

+1

+4

+1

Precise strike +1d6

6th

+6

+2

+5

+2

Acrobatic charge

7th

+7

+2

+5

+2

Elaborate parry

8th

+8

+2

+6

+2

Improved reaction +4

9th

+9

+3

+6

+3

Deflect Arrows

10th

+10

+3

+7

+3

Precise strike +2d6

Class Features

Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but no type of armor or shield.

Canny Defense (Ex): 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. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Improved Reaction (Ex): 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.

Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Grace (Ex): 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.

Precise Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her 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 not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.

Acrobatic Charge (Ex): 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. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Elaborate Parry (Ex): 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.

Deflect Arrows: At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.


RPG Reviews News: D&D Play By Post Party Leader
OCC: Rei advanced to level 2, it's been a long, long time since I leveled a character so I am gonna post it here in case I make a mistake, please correct me if I screwed up, thanks!

HP: Rolled 5 + 1 (con modifier) = 6 + 8 (from level 1) = 14.
Skill points: 4 - 1 (int modifier) = 3 Spend a point on Spot, Sense Motive and Listen.
Base Attack: +1
Fort save: 3 + 1 (int modifier) = 4
Refl save: 3 + 3 (dex modifier) + 2 (lightning reflex) = 8
Will save: 3
Bonus feat: Combat Reflexes
Gained: Evasion
Flurry of blows attack bonus becomes: -1/-1

After listening to Eth's advice about buying a mount and reading up things on how to optimise a monk I decided to buy (if approved) the following items.

Horse (heavy): 200gp
Bit and Bridle: 2 gp
Saddlebags: 4 gp
Masterwork Shurikens: x20 (124 gp)
Masterwork Quarterstaff: (301 gp)
Masterwork Kamas x2 (604 gp)

Now for the expensive stuff (again please let me know if some of them are not approved:

Bracers of Armor
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; 4,000 gp (+2)

Amulet of Natural Armor
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.

Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1),

Protection
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1);

Periapt of Wisdom
Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).

Moderate transmutation; CL 8th; Craft Wondrous Item, owl’s wisdom; Price 4,000 gp (+2)



Total cost of everything: 13235 gp.


Phew.













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