Indroduction

The Duelist is a partial Mage class. This class could be a skilled light-armor combatant with high mobility and a number of useful combat techniques, or an assassin who relies on stealth as much as steel, or adventuring wizards who perhaps have more talent for the sword than for the spell.

All Duelists gain Stab as a bonus skill. No Duelist worth the name is entirely incapable of effective use of melee weapons, though the style lends itself heavily to specialization. The Duelist cannot benefit from any art of this class while wearing medium or heavy armor or carrying a large shield. Dual-wielding is practiced by some Duelists, but most prefer the defensive advantages of a small offhand shield.

The Flaw of Fragility:

Duelists spend much less time at raw physical conditioning than their more traditional warrior peers. The techniques they use are swift and lethal, but they aren’t as generally applicable to enduring harm as are standard training methods. As such, Partial Warriors/Partial Duelists use 1d6 for their hit dice, rather than the Partial Warrior’s usual 1d6+2. Other partial class mixes are unaffected by this flaw.

Duelist ‘Spell’ Table
LevelFavored WeaponArts
1+1Favored Weapon + Any One
2+1Any One
3+2-
4+2Any One
5+3Any One
6+3Any One
7+4-
8+4Any One
9+5-
10+5Any One

Arts of the Duelist:

Duelist Effort is calculated by adding Stab skill to the highest of their Dexterity or Intelligence modifiers. Your character starts with, at minimum, 1 Effort. All Duelists begin with the Favored Weapon art.

Favored Weapon: 

Choose one specific type of non-unarmed melee weapon from the list on page 37. You begin play with such a weapon, and when using this type you may use the Favored Weapon attack bonus column on the Duelist table to determine your base hit bonus, unless it’s already better for some other reason. If your second partial class is Partial Warrior, your class’ base hit bonus with the weapon is instead equal to your level. You cannot apply this or other Duelist arts to thrown weapons.

Other Duelist Arts:

Blood for Blood

Commit Effort for the scene as an Instant action when an enemy hits you with a physical attack. If you attack that enemy with your favored weapon before the end of the next round, the first blow hits automatically and can do no less damage than was done to you, up to the weapon’s maximum.

Burst of Speed

Commit Effort for the day as an On Turn action. You may move your full normal move- ment rate as an On Turn action. This art can be used only once per round.

Code Duello

Commit Effort for the day as an On Turn action when engaged with a single foe. So long as no other combatant attacks either your target or you, and you attack no one but your target, you gain a +4 bonus to your Armor Class and can roll your hit rolls twice, taking the better result. Once the Code Duello has been disrupted or ended, it cannot be invoked again during that scene.

Crushing Superiority

Your favored weapon gains the Less Lethal quality if it doesn’t already have it. Commit Effort for the scene as an Instant action when you hit a target; they must immediately make an Instinct check. This ability can be used only once per scene on any given target.

Dauntless Step

Commit Effort for the scene as an On Turn action. The Move actions you make for the rest of the round can cross vertical surfaces or difficult terrain at your full normal movement rate, provided you end the round standing upright on a surface that can bear your weight.

Dodge Doom

Commit Effort for the day as an Instant action when caught in some explosion or other burst effect. You take half damage, or no damage if the effect allows a save and you succeed at it. You can move yourself up to ten feet away from your original location, provided the new location is behind cover or away from the blast’s point of origin.

Forced Engagement

Commit Effort for the scene as an Instant action when making an attack with your favored weapon; you may ignore one foe’s Screen Ally action for that attack.

Gentleman’s Withdrawal

Commit Effort for the scene as a Move action. As part of this, you may move at your full movement rate without being hindered by armed foes unless they completely block your path. You count as having made a Fighting Withdrawal against any enemies engaged with you at the time.

Graceful Leap

Commit Effort for the scene as an On Turn action to immediately leap up to ten feet horizontally or vertically, counting it as a Fighting Withdrawal. You can’t use this art more than once per round or after you’ve attacked. You are immune to falling damage from plunges of less than 30 feet.

Lightning Draw

Commit Effort for the day as an Instant action at the start of hostilities; you win initiative against anyone without a similar ability to act first and may ready a Stowed favored weapon Instantly.

Piercing Strike

Commit Effort for the scene as an On Turn action and choose a visible target. For the rest of the scene, their AC is treated as 10 for purposes of resisting the Shock of your favored weapon.

Spiritual Weapon

You are able to translate examples of your favored weapon into a spiritual template that you may manifest as you wish. Any favored weapon can be turned into such a template, includ- ing a magical weapon, but the process destroys the object’s physical form. To manifest a template, Commit Effort as an Instant action; a ghostly copy of the weapon appears Readied in hand for you until you release the Effort or stop touching the weapon. Dual-wielders can summon the same weapon into both hands with one use of this art.

Unbindable

Commit Effort for the day as an On Turn action whenever you wish to escape chains, grapples, shackles, ropes, or even a magical spell of physical binding. You automatically wriggle free from mundane restraints and gain an Evasion saving throw to instantly end a physical magical binding of some sort. You can use this art only once per round.

Unworthy Rabble

Commit Effort for the day as an On Turn action. For the rest of the scene, when us- ing your favored weapon, reroll any failed hit roll against foes with one hit die. At eighth level, this ability applies to foes with two hit dice.

Whirling Evasion

Your base Armor Class becomes equal to 13 plus half your level, rounded up. This AC can be modified by small shields and your Dexterity modifier, but not by armor or large shields.