Across the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep troves of information detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who gain admission to such schools might train in formalized duels—and that's certainly the more genteel route to take. However, others assert that there's no better place to try out dueling techniques than in the life-and-death struggles common to an adventurer's life.
Duelist Dedication (Feat 2)
Archetype
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Dedication
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You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites.
Special You cannot select another dedication feat until you have gained two other feats from the duelist archetype.
4th Level Duelist Feats
Dueling Parry [A] (Feat 4)
Archetype
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You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
Duelist's Challenge [A] (Feat 4)
Archetype
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Open
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Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike's damage equal to the number of damage dice your weapon deals.
If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.
8th Level Duelist Feats
Disarming Stance [A] (Feat 8)
Archetype
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Stance
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You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
Selfless Parry (Feat 8)
Archetype
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You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.
10th Level Duelist Feats
Dueling Riposte [R] (Feat 10)
Archetype
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You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.
Unnerving Prowess [FA] (Feat 10)
Archetype
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Your incredible skill with your blade unnerves your foes. You attempt to Demoralize the target of your Strike or Disarm. This Demoralize attempt does not have the auditory trait, nor do you take a penalty to the check if the target doesn’t understand your language.
12th Level Duelist Feats
Disarming Twist [A] (Feat 12)
Archetype
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Press
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After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is flat-footed until the end of your current turn.
14th Level Duelist Feats
Dueling Dance [A] (Feat 14)
Archetype
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Stance
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Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.
Improved Dueling Riposte (Feat 14)
Archetype
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Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry.
Saving Slash [R] (Feat 14)
Archetype
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You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit.
16th Level Duelist Feats
Guiding Riposte (Feat 16)
Archetype
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By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules.
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