Duelist
Duelist is a D&D 3.5 character class from WoW. Hit die d10.
Requirements
Race: any. Alignment: Any. Affiliation: Any. Base Attack Bonus: +6. Skills: Perform 3 ranks, Tumble 5 ranks. Feats: Dodge, Mobility, Weapon Finesse.
- Type
- Prestige
- Hit Die
- d10
Class Skills
| Balance | Dex |
| Bluff | Cha |
| Escape Artist | Dex |
| Jump | Str |
| Listen | Wis |
| Perform | Cha |
| Sense Motive | Wis |
| Spot (Spt) and Tumble | Dex |
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +0 | Canny defense |
| 2 | +2 | +0 | +3 | +0 | Improved reaction +2 |
| 3 | +3 | +1 | +3 | +1 | Enhanced mobility |
| 4 | +4 | +1 | +4 | +1 | Grace |
| 5 | +5 | +1 | +4 | +1 | Precise strike +1d6 |
| 6 | +6 | +2 | +5 | +2 | Acrobatic charge |
| 7 | +7 | +2 | +5 | +2 | Elaborate parry |
| 8 | +8 | +2 | +6 | +2 | Improved reaction +4 |
| 9 | +9 | +3 | +6 | +3 | Deflect Arrows |
| 10 | +10 | +3 | +7 | +3 | Precise strike +2d6 |
A puissant skill with a weapon, a keen intellect and a wicked wit all comprise the essentials of the duelist. Rare among the Horde, but often encountered swaggering along the promenades of human and goblin coastal cities, the duelist is a skilled sword fighter capable of amazing feats in battle. Relying on an almost supernatural skill with her weapons, the duelist is a welcome asset to any group.
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 Intellect bonus (if any) per duelist class level to her AC while wielding a melee weapon. For example, a 2nd- level duelist with an Agility of 16 (granting a +3 bonus) adds a +2 to her AC when wielding a sword; when she has advanced to 4th level, she gains a +3 bonus (the maximum allowed by her Agility score, even though her duelist levels would allow another point). This bonus to AC applies even against touch attacks. If a duelist is caught flat-footed or otherwise denied her Agility 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 dodge 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 points of damage to her attack. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a Description: The elven ranger is an elite wilderness warrior whose skills are unique to the elven race. These skills are rooted in ancient tradition, from even before the time of Queen Azshara, and survive in the cultures of both the high elves and the night elves. Among modern high elves, the elven ranger is known as just that, but among the night elves the elven rangers are called by their ancient title: sentinels. The elven rangers of both races are elite archers and wilderness skirmishers capable of running through rugged terrain to make impossible shots that appear fluid and natural. Hit Die: d8. Requirements Race: High elf or night elf. Affiliation: Alliance. Base Attack Bonus: +5. Skills: Knowledge (nature) 6 ranks, Survival 6 ranks. Feats: Point Blank Shot, T rack. Class Skills The elven ranger's class skills (and the key ability for each) are Climb (Str), Concentration (Sta), Craft (Int), Heal (Spt), Jump (Str), Knowledge (geography) (Int), Knowledge (military tactics) (Int), Knowledge (nature) (Int), Listen (Spt), Spot (Spt), Stealth (Agy), Survival Table 4-6: The Duelist (Dst) Class Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +0 +2 +0 Canny defense 2nd +2 +0 +3 +0 Improved reaction +2 3rd +3 +1 +3 +1 Enhanced mobility 4th +4 +1 +4 +1 Grace 5th +5 +1 +4 +1 Precise strike +1d6 6th +6 +2 +5 +2 Acrobatic charge 7th +7 +2 +5 +2 Elaborate parry 8th +8 +2 +6 +2 Improved reaction +4 9th +9 +3 +6 +3 Deflect Arrows 10th +10 +3 +7 +3 Precise strike +2d6 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, 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. Depending on the circumstance, she may still need to make appropriate checks to move successfully over the terrain.
Elaborate Parry (Ex): At 7th level and higher, if a duelist chooses to fight defensively or to use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each duelist level she has.
Deflect Arrows (Ex): At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.