Dungeons and Dragons Duelist 3.5 PBP RPG

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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.


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The Text Role-playing Game Creator was originally used to invite Members to start and run games using a simplified system to record their information while playing in a Play By Post format. The main problem with this system was that games on the whole relied heavily on the availability of the Member as Dungeon Master / GM and more especially how they perceived games should be conducted.

Various perspectives and agendas made what should have been a simple system to jump into role-playing a complex one. Additionally, sometimes great games would start and then suddenly end because real life issues affected the Dungeon Master / GM. Most Dungeon Masters / Game Masters became wrapped up with work, issues at home ("Honey you are spending way too much time on that game!"), and health issues. We even had one of our former Game Masters die in hospital. While there he was still trying to keep up the game but could not - what a soldier, may he rest in peace.

Therefore, without a consistent committed Dungeon Master / GM the game falls flat as mentioned in many of my videos for ROK II. This over reliance on a Member Dungeon Master / GM to conduct a role-playing game here has been a consistent weakness. That is why in 2016 we started working on ROK II to replace the Text Role-playing Game Creator. ROK II and the engine that will soon come will be the new and only system of play here.

As such we are phasing out the current system to encourage an automated one so people can simply role-play without having to wonder how to play, varying rules, consistency, if the Dungeon Master / GM will be active, etc. There will be just one custom system that will enable Players to come and go as they please without having to conform to any one Game, method or Role-playing Game system. Current Role-playing Games using the Text Role-playing Game creator will be allowed to continue until their Campaigns are completed, then they will be locked.

Threads related to the Text Role-playing Game Creator about methods of being a Dungeon Master / GM will be locked to avoid confusion with the upcoming system.

More about how the new system will work will be Discussed here: Ruler of Kings 2 Text Role-playing Game General Discussion and in future Role-playing Game Newsletters as the new open system rolls out. Those looking for new games or to create a Character can start here: ROK II Start & Rules.

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