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Author Topic: Nytemare's DMG Rewrites: Duelist  (Read 435 times)
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Nytemare3701
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« on: July 14, 2011, 01:32:58 AM »

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 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. For instance, a 2nd-level duelist with an Intelligence score of 16 (+3 bonus can add +2 to her Armor Class. 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.
 Stiff Parry:
At 3rd level you may add your strength bonus in addition to your dexterity bonus to your armor class. The maximum dexterity modifier of the armor you wear limits the maximum bonus to your armor class from strength as well, but you can benefit from both dexterity and strength to armor at once (a fighter wearing armor with a +3 max dex, for example, could have +3 from dex and str, for a total of +6).
Enhanced Mobility (Ex):
When wearing no armor and not using a shield, a duelist gains +10 movement speed as well as 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.
Quick Riposte:
At 5th level, each time an opponent’s melee attack fails to hit you, you may immediately make an attack of opportunity against that opponent provided you have an attack of opportunity to use. Additionally, you gain a number of attacks of opportunity equal to your BAB.
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 per 2 duelist levels 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 (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) 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. This enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her charge target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks in particular) 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 (see page 93 of the Player’s Handbook) when using a light or one handed piercing weapon. In addition, if the duelist is wielding a magic weapon, then spells requiring a ranged attack roll (such as ray spells) can also be deflected.
Flashing Steel
At 10th level, a duelist gains an extra attack at her highest base attack bonus.[/color]

Credit to EjoThims for Stiff parry and Quick Riposte
« Last Edit: August 09, 2011, 09:33:28 PM by Nytemare3701 » Logged

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My rewrites:
Mechanics

There's RAI, and then there's RAW, and then there's "Hey, if I deliberately misread this look how powerful it is!" – Caelic
EjoThims
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jeiph@mac.com EjoThims
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« Reply #1 on: August 08, 2011, 02:44:45 PM »

Better, but it's main features are still pretty much +4 init bonus, +17.5 bonus damage, and +20 AC (if you sink 10 full levels in, buff your Int up to 30, and take a penalty to attacks).

Deflect Arrows is nice because of the magic weapon boost, but really, by the level it comes into play, you should just be granting Exceptional Deflection, since the game assumes they've been using a magic weapon for about 10 levels now. And while I wouldn't necessarily grant Infinite, I would give them like 1/rnd/2 levels instead of simply 1/rnd.

And then only +1 attack?

Damage on this is still subpar. Defense on this you still have to jump through hoops on to surpass the norm (+20 as noted above with a high Dex versus +5 full plate and +5 animated shield) on a character that will be doing more damage anyway.

I would rank this as far weaker than the single weapon option I rolled into the base Fighter class that still also included bonus feats and a whirlwind buff and I know I didn't even begin to solve general melee problems.

Here's the particulars spoilered:

Single Weapon Fighting:
This fighting style focuses on fighting by flourishing a single weapon and confusing your opponent.
Prerequisites: Weapon Finesse, Weapon Focus and Weapon Specialization with a one-handed weapon, 8 ranks in Bluff
Benefits: You gain the following benefits at the indicated fighter level when you wield a one-handed weapon in one hand and nothing in your off-hand. note: animated shield is still acceptable because shields are not specifically called out

    Stiff Parry: At 5th level you may add your strength bonus in addition to your dexterity bonus to your armor class. The maximum dexterity modifier of the armor you wear limits the maximum bonus to your armor class from strength as well, but you can benefit from both dexterity and strength to armor at once (a fighter wearing armor with a +3 max dex, for example, could have +3 from dex and str, for a total of +6).
    Quick Riposte: At 7th level, each time an opponent’s melee attack fails to hit you, you may immediately make an attack of opportunity against that opponent provided you have an attack of opportunity to use. Additionally, you gain a number of attacks of opportunity equal to your BAB.
    Lure: At 9th level, you may waste an attack in a deliberate flourish to make it seem as if you have over stepped your balance. Sacrifice an attack and make a bluff check with a bonus equal to the attack bonus of the lost attack; each opponent that fails a sense motive against the result automatically misses the first attack they make against you in the next five rounds.
    Buckling the Swash: At 11th level, whenever you use the full attack action you may make additional attacks at your full attack bonus at the cost of accuracy.  For each additional attack made, you suffer a cumulative -1 penalty to all attacks (including the extra attacks granted by this ability) until your next turn. This penalty may not exceed your base attack bonus.
    Through the Eye: Starting at 13th level, your first attack in each round against a particular opponent is treated as a touch attack.

And with four feats including all prereqs (remember they still get Fighter bonus feats) you can add on

Heavy Weapon Fighting:
This fighting style focuses on large, heavy weapons and massive damage over multiple, quick attacks.
Prerequisites: Power Attack, Weapon Focus and Weapon Specialization with a non-reach two-handed weapon, 8 ranks in Intimidate

Benefits: You gain the following benefits at the indicated fighter level when you wield a non-reach two-handed weapon.

    Frightening Power: Starting at 5th level, you may make a single intimidate attempt against any single opponent you attack in a round as a free action with a bonus equal to your strength modifier.
    Devastating Attack: Starting at 7th level, if you choose to forfeit one of your attacks for the turn, you gain a bonus on attack and damage rolls equal to the forfeited attack’s attack bonus (but not any bonus it might have otherwise received from sacrificing another attack to Devastating Attack) until your next turn. You can forfeit multiple attacks each round this way. note: great synergy with buckling the swash and through the eye for massive damage to a number of opponents, especially with massive attack later
    Sundering Critical: At 9th level, whenever you threaten a critical strike (even if the target is normally immune to them), your target’s AC is reduced by twice the critical damage multiplier of your weapon until the start of your next turn. If multiple critical threats occur in the same round, the penalties to your target’s AC stack, however, this penalty can never exceed the bonus provided by your target's armor and natural armor.
    Crushing Blows: Beginning at 11th level, when you make two or more attacks against the same target in a round, each attack after the first receives additional damage equal to the base attack bonus of your first successful attack.
    Massive Attack: Beginning at 13th level, when you use Power Attack and take at least a -3 penalty, your attacks cause half the damage they deal to your target to all enemies adjacent to your target.

This thing is still just not worth taking, especially since you still kept it useless as a dip.
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Nytemare3701
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« Reply #2 on: August 09, 2011, 05:36:46 PM »

Mind if I use that?
Logged

ALT+7 to make a •
Clean up your posts and people tend to react better to them.

My rewrites:
Mechanics

There's RAI, and then there's RAW, and then there's "Hey, if I deliberately misread this look how powerful it is!" – Caelic
EjoThims
Grape ape
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Posts: 1945


The Ferret

jeiph@mac.com EjoThims
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« Reply #3 on: August 09, 2011, 06:11:03 PM »

Mind if I use that?

Sure, long as there's still credits if you're including it as part of something else.  Wink
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