[img]https://clan.cloudflare.steamstatic.com/images//27379329/cbb4ea239e15162e5f3ac8f759d55b9679393a61.jpg[/img] [h1]New Prestige Class: Duelist[/h1] [i][h3]A swashbuckling swordfighter who relies upon grace, poise, and acrobatics to win the day.[/h3][/i] The duelist (sometimes known as the swashbuckler) is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. Duelists are often found in those regions that possess elaborate rules and etiquette for battle. Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade. Duelists always take full advantage of their quick reflexes and wits in fights. Rather than wearing bulky armor, duelists feel the best way to protect themselves is not to get hit at all. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield, leaping and tumbling into the fray. [b]Base Classes[/b]: 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. [b]Role[/b]: The abilities of duelists complement those rogues or bards who wish to accentuate their fighting prowess but, because of their lack of heavy armor, are afraid to leap into combat. Duelists fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities. [b]Alignment[/b]: Duelists can be of any alignment, although since most hail from backgrounds as rogues or bards, they tend to eschew lawful behavior. Lawful duelists are not unheard of, however, and such duelists often adhere to a strict code of honor, refusing to attack unarmed or obviously inferior opponents. [b]Non-adventurers[/b]: 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. [h3]Prerequisites:[/h3] [b]Base Attack Bonus[/b]: +6. [b]Skills[/b]: Perform 3 ranks, Tumble 5 ranks. [b]Feats[/b]: Dodge, Mobility, Weapon Finesse. [h3]Class Features:[/h3] [b]Level Limit[/b]: 10. [b]Hit Dice[/b]: d10. [b]Base Attack Bonus[/b]: Good. [b]Good Saves[/b]: Reflex. [b]Key Abilities[/b]: Dexterity, Strength, Constitution. [b]Class Skills[/b]: Balance, Bluff, Escape Artist, Jump, Listen, Perform, Sense Motive, Spot, Tumble. [b]Skill Points per Level[/b]: 4 + Int modifier. [b]Weapon Proficiency[/b]: Simple and martial weapons. [b]Armor Proficiency[/b]: None. [b]Bonus Feats[/b]: Gains an extra feat every 3 levels after 10th level (13, 16...). [h3]Class Abilities:[/h3] [h3]Canny Defense[/h3] At 1st level, 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. [h3]Improved Reaction[/h3] 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. [h3]Enhanced Mobility[/h3] At 3rd level, 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. [h3]Grace[/h3] 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. [h3]Precise Strike[/h3] 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 and every 5 levels thereafter (10, 15, 20…), the extra damage on a precise strike increases by 1d6. [h3]Acrobatic Charge[/h3] 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. [h3]Elaborate Parry[/h3] At 7th level, 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. [h3]Deflect Arrows[/h3] At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. [h3]Auto Gained Abilities:[/h3] Lv 1 Canny Defense Lv 2 Improved Reaction +2 Lv 3 Enhanced Mobility Lv 4 Grace Lv 5 Precise Strike +1d6 Lv 6 Acrobatic Charge Lv 7 Elaborate Parry Lv 8 Improved Reaction +4 Lv 9 Deflect Arrows Lv10 Precise Strike +2d6 [h3]New Optional House Rules:[/h3] Precise Strike: +5 bonus on attack rolls Canny Defense: +6 Max Elaborate Parry: +4 Max Arcane Trickster: remove prerequisites: Sneak Attack +2d6 (+5 modifications of house rules for old saves) [h3]Others:[/h3] Healing spells can remove 1 bad condition without checks Healing spells can remove more types of bad conditions Regeneration no longer comes with immunity to bleeding Character panel new option: Show WIP Feats/Traits (hide by default) Reduced some monsters' natural armor bonus Immobilizing enchantment no longer appear on monster weapons Optimized condition icons and battle prompts Fixed: can select prestige classes when retraining Fixed: when selecting spells in level-up UI, uses per day is not updated in time Fixed: no Natural Weapon Proficiency at Dragon Disciple level 2 Fixed: wrong tip of Cause Fear in description of Drow Noble Fixed: wrong prerequisites of some spell-like abilities [h3]Next, we'll work on (rough list):[/h3] Adventure mode, more prestige classes (Assassin, Eldritch Knight, Elemental Lord), player races (Gnoll, Lizard Scion), feats and spells, etc. [b]Note[/b]: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves). [b]P.S. [/b]Recently the game creator AM got a serious long COVID and is under treatment (DC=30). Sorry if there are delays in subsequent development and updates. Thanks again for your support!