The duelist (sometimes known as the swashbuckler) is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect herself is not to get hit at all.
Duelists are most often fighters or rangers, but almost as often are rogues or bards. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes’ lack of reliance on armor. They benefit greatly from the weapon skill the duelist offers. Some paladins and barbarians who deviate a good deal from their archetypes become duelists.
NPC duelists are usually loners looking for adventure or a get rich-quick scheme. Occasionally they work in small, tight-knit groups, fighting with team-based tactics.
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.
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.
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 (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 onehanded piercing weapon.
Table 6-8: The Duelist