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The arcane duelist is a tricky, evasive opponent who relies on
her foe's perceptions of her abilities as much as her actual abilities.
Through magic, the arcane duelist can appear to be as dangerous as a
duelist, but in general she does not do as much damage to her
opponents. She prefers to win by cowing her opponent into defeating
himself. Thus, Dexterity and Charisma are the arcane duelist's most
valuable ability scores.
- Hit Die: d8
- Proficiencies: Arcane Duelists gain no proficiencies.
- Skill Points at Each Level: 4+ Int modifier.
REQUIREMENTS
Base Attack Bonus: +6
Skills: Perform 5 ranks, Tumble 5 ranks.
Feats: Weapon Proficiency Martial, Dodge, Mobility
Spellcasting: Level 1 Arcane spells.
ABILITIES:
Level
1: Chosen Weapon: Since much of the arcane duelist's apparent
ability is tied to magic, the arcane duelist can imbue a specific melee
weapon with powers to make herself appear more skilled. The arcane
duelist must choose a specific melee weapon to be her chosen weapon.
2: Enchant Chosen Weapon: The arcane duelist's chosen melee weapon
acts as if it has an enhancement bonus, even if it does not. If it does
have an enhancement bonus, the arcane duelist adds this bonus to the
weapon as an effective bonus. This can bring a weapon's effective
enhancement bonus above +5. However, no weapon can have more than a +10
total effective bonus, so this class-granted effective bonus cannot be
added to a weapon if the addition would increase the weapon's total
effective bonus above +10. This class-granted bonus works only for the
arcane duelist when wielding her chosen melee weapon. The enhancement
bonus is +1 at 1st level, and rises to +2 at 4th level, +3 at 6th
level, and +4 at 8th level.
2: Apparent Defense: Due to trickery and force of personality, the
arcane duelist adds her Charisma bonus to her Armor Class, in addition
to her Dexterity bonus.
3: Dexterous Attack: Because the arcane duelist values successful
hits over actual damage dealt, she can subtract damage from her chosen
melee weapon's potential damage and add the same amount to her attack
bonus. However, the weapon must do a minimum 1 point of damage.
5: Blur: The arcane duelist can activate a blur effect, as the
spell cast by a caster of her arcane duelist level. She can use this
power once per day per arcane duelist level.
7: False Keenness: To create the idea that she is more effective
than she really is, the arcane duelist can make her chosen melee weapon
keen once per day per arcane duelist level. To activate the keen
effect, she must subtract the weapon's normal threat range for critical
hits from her attack bonus. For example, if the arcane duelist wields a
rapier, she must subtract 3 from her attack bonus, since the rapier has
a threat range of 18-20, to make it keen. The keen effect lasts for 1
round per arcane duelist level, and it does not stack with the keen
edge spell or other magical effects that make a weapon keen.
9: Mirror Image: The arcane duelist can activate mirror image
effect as the spell cast by a caster of her arcane duelist level. The
images last one minute per level.
10: Flurry of Swords 1/day: The pinnacle of the arcane duelist's
power is to create a flurry of sword attacks against a single target.
When this power is activated, the arcane duelist makes one additional
attack each round at her highest base attack bonus, but each attack
that round suffers a -2 penalty. All attacks must be made on the same
opponent. Further, the arcane duelist creates 1d4 quasi-real images
plus 1 additional image per three levels of arcane duelist. Each image
attacks the same opponent as the arcane duelist herself using the same
bonuses as the arcane duelist. The images last for 1 minute per Arcane
Duelist Level or the demise of their target, whichever lasts longest.
You may target any given enemy only once per day with this ability.
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