The Duelist - Why can't we have nice things?


Pathfinder First Edition General Discussion

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A Man In Black wrote:
Matthew Morris wrote:
To paraphrase a quote about the Elocator from the XPH, "Feel that pain from choosing between single classing and prestiging, that's balance."

See the point where PrCs are worse at everything than straight classes? That's imbalance.

The best way to make a rapier duelist is to not touch the duelist PrC at all. Parry is weak at the level you get it and scales into uselessness, and canny defense and precise strike make you even more MAD and don't outscale Weapon/Armor Training. Just make a normal fighter who wields a rapier and pumps dex; using a light shield or off-hand shortsword/dagger is more optimal but may not be to your taste. You'll be worse than a straight fighter more optimal weapons, but better by far than a duelist.

Good job at taking one quote out of context! Gold star for you.

Let me put this back into context for you. The point of my original post is that a prestige class should be better than the core class at one or two things, then worse at other things.

On a ship or in a desert? Duelest is going to be better than full plate boy. In a diplomatic situation or detective story? Bet those 2 extra SP/level are going to help. Having to react to the bad guy dropping the girl into the pit? That initative bonus may make the difference. Stopping the bad guy (alive) in the crowded room? Acrobatic charge will allow her to run on tables, etc. Protect the damsel from the evil monster? You can parry, the fighter can't.

Standard melee? Fighter is going to be better. Dragonslaying? Fighter is going to be better. Killing lots of things quickly? Fighter is going to be better. So yeah, the Duelist is a niche, so if you want to play one, make sure your DM's style incorporates that.

Sure, you can argue that a fighter in full plate will have endure elements, or freedom of movement and water breathing on the ocean, or the feats to get improved initative etc etc. But the fighter is now burning either his or his allies resources to keep up with the duelist in the native environment.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Cartigan wrote:

Main points:


  • Swashbuckler adds Int as precision damage to melee attacks with a light weapon
  • Swashbuckler doesn't have a level cap on Int to AC.

For your second point, I am not seeing a cap on the Duelist for adding Int to AC. Canny Defense does put a minor cap on it, but that cap is the Duelist level, so a 4th level Duelist could add 4 points to AC if their Int is 18 or better.


ProfessorCirno wrote:
Parry could be doable with two weapons, yes, but that's still not grabbing the crux of the issue. And in fact, doing this would remove precise attack from his ripostes. Riposte is now dinking the enemy for a completely ignorable amount (Well, slightly more ignorable then usual).

Actually, the text states the opponent simply provokes an AoO. There is nothing saying you need to riposte with the weapon you parried with.

If you allow the interpretation that parrying is not an attack for purposes of precise strike, then the riposte is actually BETTER than additional off-hand attacks (single weapon to sink money into, best attack bonus).

Besides, the duelist is going to stack up every critical effect on the weapon as possible, so the overall damage is likely going to be higher/faster than a TWF charging up both weapons.


I just want to point out that if a Duelist using a Rapier takes Improved Critical they have a 15-20x2 critical threat range/multiplier.


Felgoroth wrote:
I just want to point out that if a Duelist using a Rapier takes Improved Critical they have a 15-20x2 critical threat range/multiplier.

Given the capstone, you'd certainly want it ASAP. Critical focus would be helpful, too.

Since this class doesn't use heavy armor or shields, the duelist has a little extra cash to invest in his weapon, too. Adding bonus damage types (shocking, etc.) and alignment goodies (axiomatic, etc.) as soon as you can afford it would help with the damage output.

If a party member can craft magic weapons and armor for you, make sure to treat them really well, and try to save their life at least once per game session! XD


Of course your chance of making it to the capstone is somewhere around minuscule. Especially if playing pre-written adventures.

Mistwalker wrote:
Cartigan wrote:

Main points:


  • Swashbuckler adds Int as precision damage to melee attacks with a light weapon
  • Swashbuckler doesn't have a level cap on Int to AC.
For your second point, I am not seeing a cap on the Duelist for adding Int to AC. Canny Defense does put a minor cap on it, but that cap is the Duelist level, so a 4th level Duelist could add 4 points to AC if their Int is 18 or better.

And the Swashbuckler has no cap.

Precise Strike is god awful compared to the Swashbuckler's Int-to-Dmg passive ability.


Cartigan wrote:
Of course your chance of making it to the capstone is somewhere around minuscule. Especially if playing pre-written adventures.

Most of the adventure paths take you to 16th level, which is the duelist capstone with a fighter. You are correct with regards to bast class capstones, but PrC's tend to actually see some use, if only for a short time.

Cartigan wrote:
Precise Strike is god awful compared to the Swashbuckler's Int-to-Dmg passive ability.

Please explain. A swashbuckler with a 30(!) int gets the same bonus as the top level duelist. How many 30int swashbucklers do you see?

OTOH, a duelist with int 12 does MORE damage than a swashbuckler with int 14 at level 3.

I fail to see how SB is superior to D in this regard.


Mirror, Mirror wrote:


Cartigan wrote:
Precise Strike is god awful compared to the Swashbuckler's Int-to-Dmg passive ability.
Please explain. A swashbuckler with a 30(!) int gets the same bonus as the top level duelist. How many 30int swashbucklers do you see?

A 2nd level (or whatever level) Swashbuckler with 18 Int does more damage than a Duelist until he hits 4th level. And still does more damage because it applies to every attack

Quote:

OTOH, a duelist with int 12 does MORE damage than a swashbuckler with int 14 at level 3.

I fail to see how SB is superior to D in this regard.

1) Swashbuckler applies this damage to EVERY ATTACK

2) It isn't tied to level.

Precise Strike is a complement for the ability but is nowhere near as good.

And sure, you will hit the capstone at 16, if you enter the class from a base class with full BAB.


Cartigan wrote:

A 2nd level Swashbuckler with 18 Int does more damage than a Duelist until he hits 4th level. And still does more damage because it applies to every attack

1) Swashbuckler applies this damage to EVERY ATTACK
2) It isn't tied to level.

Swashbuckler with 18 int before 10th level has more going on than just fighting. Why does he HAVE an INT that high? Wouldn't it be BETTER placed in another stat? Duelist takes away the stat requirement (or rather shifts it to canny defense).

It applies to every attack, but are we going with a TWF swashbuckler? Are both those secondary attacks hitting? With an 18 int, likely not. Even IF the SW was getting +10 from int, and even IF they had full TWF chain, they gain 3 extra attacks max, for 30 pts of damage possible, likely less, since those secondary attacks are low. The Duelist has a higher att bonus since they did NOT invest in having a 30 int, have the SAME damage bonus, and only needed to focus on 1 weapon.

It doesn't matter that it's tied to level. You WILL gain levels faster than you gain stat bonuses, and much cheaper, too.


Mirror, Mirror wrote:


Swashbuckler with 18 int before 10th level has more going on than just fighting. Why does he HAVE an INT that high? Wouldn't it be BETTER placed in another stat? Duelist takes away the stat requirement (or rather shifts it to canny defense).

So your argument is, essentially, the class should have to be more MAD? If the damage comes from Int, what exactly does he need? Str? Set it to 10 and forget. And it was just an example. The point was adding Int to damage as a constant leads to a far less MAD class.

Quote:
It applies to every attack, but are we going with a TWF swashbuckler? Are both those secondary attacks hitting? With an 18 int, likely not.

You are missing the Weapon Finesse bonus feat. The class is an alternate melee fighter - needing Dex, Con, and Int instead of Con, Str, and Dex. Why arn't you jumping down everyone else's throat for suggesting a Fighter have high Str?

Quote:
The Duelist has a higher att bonus since they did NOT invest in having a 30 int, have the SAME damage bonus, and only needed to focus on 1 weapon.

No, they have significantly lower damage because the most damage they can do is +10 on a single attack at level 16. Instead of +4 damage on every single attack at a much lower level.


Cartigan wrote:
1) Swashbuckler applies this damage to EVERY ATTACK

So does the Duelist, the major difference is that the Swashbuckler can use TWF with it.

Cartigan wrote:
2) It isn't tied to level.

True, it's better at low level. However, at higher level the precise strike starts winning, as it does more damage.

Cartigan wrote:
Precise Strike is a complement for the ability but is nowhere near as good.

Well yes, having both is better still, but I would seriously rate them as about the same if the Swashbuckler is using TWF, and if he isn't, Precise Strike is better in the long run.


Ah, I will admit I missed the change between the 3.5 Precise Strike and PF Precise Strike.


I'm w/Cartigan here in that maybe the best thing would be to combine them in some way, shape, or form. A while back I did a 3.x revision/rebuild of the swashbuckler, and I've since attempted to give it a "pathfinder" update. I'll probably make a post and get some feedback here on how the build works. It takes from many different areas, though, and will probably feel kind of like what you suggested, Cartigan.

Just on a side-note, though ... what IF the damage from Precise Strike granted a +2/level to damage (with the same restrictions on applicable target damage, etc) instead of just +1/level?

On the max side of things, by level 10 in Duelist (also needing what level 4 or 5 fighter before it to enter?) it's adding some +20 damage at that point, no? How's that compare with the straight fighter for pure damage?

Or ... what if it begins at +1/level, and then increases to +2/level as a class feature somewhere higher? Like level 6 maybe?

Just throwing out some ideas here ....


Mirror, Mirror wrote:


Then allow me to suggest a optimization guide:

Treantmonk's Guide to Fighting the Post-Monster
** spoiler omitted **

Why me go boom?


Cartigan wrote:

You are missing the Weapon Finesse bonus feat. The class is an alternate melee fighter - needing Dex, Con, and Int instead of Con, Str, and Dex. Why arn't you jumping down everyone else's throat for suggesting a Fighter have high Str?

THE POINT is that a duelist needs dex and con, maybe some int, but the swashbuckler needs dex and con AND a good int to compete with the duelist ability. And a SB and Duelist with equal int results eventually in a net benefit to the duelist (AC).

MAD is bad because stats are hard to raise and costly to max. The duelist avoids that by tying damage bonus to lvl. It's not superior, but it certainly is not INferior.


You know a Monk/Duelist with the Versatile Unarmed Strike Feat from one of the Complete Books (I can't remember which 1) would make an interesting high AC build. You'd have a little MAD going on I'm sure but I still think it would be interesting to see.

EDIT: I lied, Versatile Unarmed Strike is from the Players Handbook 2


Felgoroth wrote:

You know a Monk/Duelist with the Versatile Unarmed Strike Feat from one of the Complete Books (I can't remember which 1) would make an interesting high AC build. You'd have a little MAD going on I'm sure but I still think it would be interesting to see.

EDIT: I lied, Versatile Unarmed Strike is from the Players Handbook 2

What is MAD? I've seen it referenced a few time but not clicking as to what that is.


MAD = Multiple Ability Dependance


voska66 wrote:
Felgoroth wrote:

You know a Monk/Duelist with the Versatile Unarmed Strike Feat from one of the Complete Books (I can't remember which 1) would make an interesting high AC build. You'd have a little MAD going on I'm sure but I still think it would be interesting to see.

EDIT: I lied, Versatile Unarmed Strike is from the Players Handbook 2

What is MAD? I've seen it referenced a few time but not clicking as to what that is.

Multiple Ability Dependent. It's used for classes that need to have good scores in a lot of abilities to remain effective.

Edit: I'm too slow.


In response to the continued postings on the duellist being limited to the Rapier..the Golarion solution is the Aldori Duelling sword..with associated feat from the Campaign setting. Yes I know it's an exotic weapon but then so is the Bastard sword (the favoured weapon of most paladins of my aqquaintance)


Multi-Attribute Dependant. It means that rather than one main ability score you need to score high in, you have two or more. For example, a wizard just needs a good Intelligence, or a fighter good Strength (not that other good attributes aren't useful, but you don't absolutely need them). A Monk on the other hand needs a good Wisdom and Dexterity (some would argue good Strength and Constitution too).

A Swashbuckler ideally needs good Dexterity and Intelligence to make the most of it's abilities, hence it is 'MAD'.

I know a good build of Swashbuckler/Monk ... using Kung Fu Genius and Unorthadox Flurry it's a killing machine ...


You know I think if I were to make a dualist I'd dip into with rogue. I usually have high intelligence with rogue already and dex is maxed. The prereqs are stuff I take for rogues anyways and the +int to AC is worth. Who cares about precise attack, I'm going 1 level and back to rogue.

Liberty's Edge

Bard 8/Duelist 10 = Gurney Haleck


Actually I'm hoping for a campaign trait for Kingmaker that will let my player be a member of the Aldori school which might negate the EWP requiremnt for the sword


voska66 wrote:
You know I think if I were to make a dualist I'd dip into with rogue. I usually have high intelligence with rogue already and dex is maxed. The prereqs are stuff I take for rogues anyways and the +int to AC is worth. Who cares about precise attack, I'm going 1 level and back to rogue.

That's what I've done, in one game. It should work pretty well.


Daggers and starknives qualify as suitable weapons. Thrown ones could do some good precision damage, when for most characters thrown weapons just aren't that great. With quickdraw and deadly aim, you could make a good close-ranged attack before closing. 1d4+ str. mod.+ deadly aim +10 just sounds fun.

Ready an action and hit that caster where it hurts!


Benicio Del Espada wrote:

Daggers and starknives qualify as suitable weapons. Thrown ones could do some good precision damage, when for most characters thrown weapons just aren't that great. With quickdraw and deadly aim, you could make a good close-ranged attack before closing. 1d4+ str. mod.+ deadly aim +10 just sounds fun.

Ready an action and hit that caster where it hurts!

Weapon training and/or specialization would help with that, not to mention sneak attack, when applicable. The surprise rogue talent could do a lot here.


Benicio Del Espada wrote:
Benicio Del Espada wrote:

Daggers and starknives qualify as suitable weapons. Thrown ones could do some good precision damage, when for most characters thrown weapons just aren't that great. With quickdraw and deadly aim, you could make a good close-ranged attack before closing. 1d4+ str. mod.+ deadly aim +10 just sounds fun.

Ready an action and hit that caster where it hurts!

Weapon training and/or specialization would help with that, not to mention sneak attack, when applicable. The surprise rogue talent could do a lot here.

I've actually thought about playing a Halfling or Elf that does that, technically Rapid Shot isn't an offhand attack either you might just be throwing a second dagger from your main hand.


Well ... I've put up my swashbuckler rebuild - I figure people around here *might* be interested, especially since I'm up for revamping/retooling it.

Anyway - go check it out in the conversions section if you're interested.

I think it's pretty good as a full 20-level class. It's also got a few nice things all it's own.


One of the other problems I have with the Duelist is that it's so tied to a western european swashbuckler archetype rather than being customizable to other "duelist" archetypes.

Other duelist archetypes that I think should be able to be simulated include: Pistol Duelists, Knife Fighters, Iajitsu Masters, maybe even Gladiators.

If the abilities were made more generic so that more archetypes could be used with the PrC I think that would be a good thing. Of course generic enough and you should just come up with a new base class ;)


vuron wrote:

One of the other problems I have with the Duelist is that it's so tied to a western european swashbuckler archetype rather than being customizable to other "duelist" archetypes.

Other duelist archetypes that I think should be able to be simulated include: Pistol Duelists, Knife Fighters, Iajitsu Masters, maybe even Gladiators.

If the abilities were made more generic so that more archetypes could be used with the PrC I think that would be a good thing. Of course generic enough and you should just come up with a new base class ;)

I agree. Even Dervishes are somewhat of a "Duelist"


Felgoroth wrote:
I've actually thought about playing a Halfling or Elf that does that, technically Rapid Shot isn't an offhand attack either you might just be throwing a second dagger from your main hand.

I'm not 100% sure how that works. Quickdraw would let you throw your # of attacks per round, and rapid shot gives you one more.

You don't need TWF for that, so if you TOOK TWF, you could throw some more at a slight penalty, right?

What would be the DPR of a 10th level duelist throwing 6 starknives per round?

Is there some sort of mechanic that would let the duelist mix thrown weapons with a full attack? It would be cool to charge at the BBEG and take out a mook with a thrown dagger along the way.


Im doing a 4Alchemist vivisectionist, 6 free hand fighter, 10 duelist in one of my current games and its going to be quite powerful.

The alchemist levels give 2d6 sneak + quite good buffs (+4dex from mutagen +4from cats grace (no wizard in party)). And i've gone Dervish dancing feat. (dex instead of str for +dmg)

Here is a small overview of what it will gain over the levels.

Alchemist (vivisectionist): 4
4 skills+int
Mutagen (+2ac, 4dex, -2wisdom)
2d6 sneak
Poison use, alchemy, brew potion, swift alchemy, poison resistance +2
+3bab 4/4/1
2 Discoveries (includes rogue talents)

Fighter (Free hand): 6
2 skills+int
+2dodge ac
+1dmg & ab
+2CMD & CMB @ disarm & bluff in combat.
4 feats
+6 bab 5/2/2

Duelist 10
4 skills + int
+10 potential ac from int bonus (canny defense)
+10 damage (percise striking)
+4 initiative
Parry, riposte, acrobatic charge, no retreat.
Crippling critical (-10 spd/ -1d4 str/dex / 2d6 bleed)
+3 dodge ac when fighting defensively
Deflect arrows feat (free)
+10bab 3/7/3

Feats
Weapon finesse (1), Dervish Dance (2)
Improved critical (8bab), Critical focus(9bab) -> Staggering critical (13bab)-> Stunning critical (17bab 19)
Dodge -> Mobillity (3) -> Spring attack (4bab) (5)
Agile Maneuvers, Combat expertise, improved trip (no enemy aoo, +2cmb og cmd), greater trip (aoo, +2cmb & cmd) Tripping strike (trip on crit)

Gets duelist levels 1 later than a pure figther/duelist would, but being able to selfbuff +8dex +2ac at the cost of only 1 will save, and still getting 2d6 sneak. is worth it imho.

Also every critical (15-20) Gives staggered or stunned condition, a chance to trip (+aoo) and the duelist bonus effect. Versitile, deadly useful and who dosnt like a scimitar wielding super swordfighter.

(Also the veteran of battle feat goes exellently with this build, +1initiative and free weapon draw in surprise round, making sure you never loose your bonus ac from canny defense.)


Okay, this is crazy, but what stops you from lighting weapon finesse on fire and two handed fighting with a trident, or shortspear, or heavy pick? They're one handed piercing weapons and nothing says you can't do two handed blows with precise strike, just that you can't use an off-hand weapon.

Dex is 13 to qualify for dodge and mobility. 14 is probably a good idea. An int of 14 will then max out a chain shirt without armor training. Eventually you'll go mithral, but eventually you'll also throw on an int headband. Dump charisma where the sun don't shine. 10 wisdom and 12 con leave you with 15 strength on a 15 point buy plus the racial boost (you are at least half human, right?) At 20 point buy you can start at 18 strength with 12 wisdom as well. At 25 point buy a 20 is possible.


Our DM has a Duelist sky pirate using Crane Style to terrifyingly good effect. Movement, Parry and Crane Style mean that our two melee fighters can't really nail a hit.


Here's a character level 9 duelist I made. It's a replacement for a char who died, playtest is coming up this week (we're playing Kingmaker). Format is a little crap, copying and pasting from google docs. I chose to go with snapping turtle style for some more AC, but Kirin Style is also a possibility for more damage (love those style feats!). The Lore Warden archetype from the PF field guide goes great with the duelist too (give up hvy and med armor and shields for more int-based skills).

Jamlat Kithmoon:

Ftr(Lore Warden)1/Ftr(Lore Warden)2/Ftr(Free Hand)3/Ftr 4/Ftr(Free Hand)5/Ftr(Free Hand)6/Duelist 1/Duelist 2/Duelist 3
Total Class Level: 9
ABILITIES
13 STR +1
18(20)DEX +5
13 CON +1
16(18)INT +4
10 WIS +0
10 CHA +0
Fortitude: +7 Reflex: +9 Will: +4
Ability Increases (levels 4, 8, 12, 16, 20): Dex(4th), Int(8th)
-----------------------------------------------------------------------
COMBAT INFORMATION
Speed: 30 ft. Initiative: +7
Base Attack:+9/+4 Basic Melee Attack: +10/+5
CMB:+10 Basic Ranged Attack: +15/+10

DEFENSES
AC: 31 [10+7(dex/int)+8(+2 Elven Chain)+3(dodge)+1(Deflection)+2(Shield)]* AoO AC: 39(41)*
Touch AC: 21(23)*
Flat Ft AC: 18
CMD: 27 [10+9(BAB)+1(Str)+5(Dex)+2(Shield)*
Flat Ft CMD: 20
*Shield bonus when using Snapping Turtle style

ATTACKS TO HIT DMG CRIT NOTES
+2 Mithral Scimitar +18/+13 1d6+8(11)* 18-20/x2
Power Attack +15/+10 1d6+14(17)*
Combat Expertise +15/+10 1d6+8(11)* +3 dodge
*precise strike
-----------------------------------------------------------------------
SKILLS (all favored class bonus to skills)
TOTAL SKILL
+17 Acrobatics©
+10 Handle Animal©
+10 Knowledge (arcana)©
+10 Knowledge (dungeoneering)©
+10 Knowledge (engineering)©
+10 Knowledge (geography)©
+10 Knowledge (history)©
+10 Knowledge (local)©
+10 Knowledge (nature)©
+10 Knowledge (nobility)©
+10 Knowledge (planes)©
+10 Knowledge (religion)©
+12 Perception©
+5 Perform (dance)©
+14 Ride©
+10 Swim©
-----------------------------------------------------------------------
SPECIAL ABILITIES
Scholastic (Ex):
Expertise (Ex):
Elusive (Ex):
Singleton (Ex):
Canny Defense (Ex):
Precise Strike (Ex):
Improved Reaction (Ex):
Parry (Ex):
Enhanced Mobility (Ex):
-----------------------------------------------------------------------
Traits
Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Bastard: +1 Wil, -1 penalty on Cha-based skill checks made when dealing with members of Brevic Nobility

FEATS
Weapon Finesse (Hmn):
Power Attack (1st):
Dodge (Ftr 1):
Combat Expertise (Lore Ftr 2): Mobility (Ftr 2):
Improved Unarmed Strike (Ftr 4):
Snapping Turtle Style (5th):
Improved Grapple (Ftr 6):
Snapping Turtle Clutch (7th):
Snapping Turtle Shell (9th):


I find the fighter/Dualist combination is not really worth it but I've seen a rogue duelist pull it off nicely.


Atarlost wrote:

Okay, this is crazy, but what stops you from lighting weapon finesse on fire and two handed fighting with a trident, or shortspear, or heavy pick?

Nothing.

Why sink another feat into making Dex work (for one weapon only) when you can just pump Str and get a better feat?
And if you get Enfeebled/Str. Poisoned, you can Finesse as a backup.

I'm not a Duelist fan, but it is functional.
Barbarian (movement+rage+skills+uncanny dodge) + Fighter (feats) would make a strong base for a Duelist. Yes, there'd be a trade of damage, but the extra mobility/etc. will get you engaged quicker in all sorts of situations/predicaments, and give you a nicer touch AC.

Also, the new UC Monk style feats open up a lot of options with that free hand. Piercing being an option, or use a piercing Monk weapon, you can flurry to good effect.
Flurry Precise Strike Shuriken? (Okay, maybe too MAD)
But you don't need much Monk (or Wisdom) to dip 2 levels, pick up some style feats with Master of Many Styles (right name?) and go Fighter 5 (to activate them Dueling Gloves). Those style feat chains open up a world of options, some of which need an open offhand anyway.
I do like the trident imagery because of gladiators, and you can use it two-handed, as you don't need to use Weapon Finesse to activate the Duelist abilities. It's a decent weapon, and, if you have WF/WS, throwing it's an option (especially if you have magic quiver with several, filling the 'spear-like' niche). Even more versatility.

And a Dwarf Duelist with a pick is just fun (though impractical).

Also,
One could go javelin thrower Duelist too or Dagger Rogue.
Lots of options, and while the Parry may be iffy against BBEGs, it's good protecting the casters when them teleporting demonic hordes swamp the party.

And then there are natural piercing weapons too.
Druid duelist? Take shapes with several (3+) piercing attacks (none "offhand" because they're natural weapons) and take the feat that lets you Wildshape +4 levels (not above HD).
Or Polymorph into a Manticore... (Are spikes on any spell's list though for powers gained?) Hydra?
Or Sorc 1/Dragon Disciple 4/Barb 4 (fiend w/ gore) for claws/bite/gore/+4 Str./buffs. Four attacks with Precise Strike, all at full so giving up one for Parry is less an issue. (late entry though...)
Feral Mutagen/Barb could work too for 4 attacks faster. Alch 4 (vivisectionist)/Barb 3 (gore)/Duelist X.

Anyway, there's enough out there to make the Duelist stronger than a "dancing guy with rapier". It may not look like Dumas' ideal, but it can have more versatility (IMO) than many melee types, and perhaps be more fun for it.


Castilliano wrote:
Also, the new UC Monk style feats open up a lot of options with that free hand.

I agree a lot of the style feats seem to compliment the duelist.

Kirin style: get more dmg from your high Int (eventually), goes great with Lore Warden Ftr archetype
Snapping turtle: get shield bonus to AC with free hand, free grapple attempt on misses
Crane Style: dodge blows with free hand

Start at first lvl as an Unarmed Ftr archetype (get free IUS and a style feat! but can't do lore warden in that case) continue on as a free hand ftr. take duelist levels up to Int bonus. After that I might alternate ftr and duelist levels to try and get some more out of free hand, but opinions may vary on that.

Also, build is less MAD with either dervish dance or agile weapon magic property.


chrids wrote:
Start at first lvl as an Unarmed Ftr archetype (get free IUS and a style feat! but can't do lore warden in that case) continue on as a free hand ftr. take duelist levels up to Int bonus.

You cannot stack unarmed fighter and free hand fighter because they replace the same class features (bravery, armor training, etc.). You can only stack archetypes when they each replace different class abilities and you may not cherry pick; they are all or nothing.


Can duelist use unarmed strikes in tandem with precise strike? it states he cannot be armed or wearing a shield in the off-hand, it doesn't say he cannot use unarmed strikes...

RPG Superstar 2015 Top 8

Nemitri wrote:
Can duelist use unarmed strikes in tandem with precise strike? it states he cannot be armed or wearing a shield in the off-hand, it doesn't say he cannot use unarmed strikes...
PRD, with emphasis on the relevant part wrote:


Precise Strike (Ex): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her 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 also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Now, your first reading of this might suggest, yes, you can attack unarmed because you are not attacking with a weapon.

If we're being very literal, the equipment section of the core rules notes on one hand, that unarmed strikes are considered an "unarmed attack," not a weapon (though it is still listed on "table: weapons"). On the other hand, the "unarmed strike" description on that page notes "an unarmed strike is always considered a light weapon." Now, I am certain that is intended to apply to weapon finesse only, especially given the sentence that follows, but RAW you could re/mis/interpret this to mean an unarmed strike is still considered an attack with a weapon. This is where RAW can take you sometimes.

Now, RAI, I am sure an unarmed strike is always an unarmed attack--i.e., an attack without a weapon.

But OTOH, I think the duelist ability, RAI, probably means you can't attack with your off-hand no matter what if making a precise strike.

However, an obliging GM may well disagree, and the RAW of Precise Strike would back him up.


Cibulan wrote:
chrids wrote:
Start at first lvl as an Unarmed Ftr archetype (get free IUS and a style feat! but can't do lore warden in that case) continue on as a free hand ftr. take duelist levels up to Int bonus.
You cannot stack unarmed fighter and free hand fighter because they replace the same class features (bravery, armor training, etc.). You can only stack archetypes when they each replace different class abilities and you may not cherry pick; they are all or nothing.

hmm after some research, it seems you are right. I misinterpreted the "can choose two archetypes if they don't conflict" clause. Dang, well, slightly less amazing, but still do-able.


I would suggest looking at the combat style feats -- namely crane style. The fact you can 'parry' a second attack a round with it and increase your defenses works really well.

Also Stalwart and improve Stalwart change dodge bonuses into DR -- something a duelist might be able to use to his advantage.


Nemitri wrote:
Can duelist use unarmed strikes in tandem with precise strike? it states he cannot be armed or wearing a shield in the off-hand, it doesn't say he cannot use unarmed strikes...

Yes, if the unarmed strikes do piercing damage, which can be done via feats.

A flurry of piercing/Precise Strike hits could be nice, but it is a bit MAD. In a 25 pt. build or high magic/loot world, it could get quite potent. Wouldn't recommend it in most cases.

Also, some people seem to think you can multiclass in the same class using different archetypes. I don't think you can.

I have to clarify from my above post that one can't use Precise Strike with a THW (as then there is a weapon in your other hand). A DM could rule that using a second claw also disallows it (though you'd still be able to gore/bite).
Also, javelin (technically not 'one-handed', but 'ranged') would not work, but shortspear would. Quick Draw, Magic Quiver, Rapid Shot, etc., etc. Precise Strike becomes a really nice add on. Duelist does not mention 'melee' as requirement.
Because you're mainly using normal shortspears, you're losing on the bow's enchantment. In a low-magic/low-money world, it'd compete with the bow. Which is to say, for an NPC group of skirmishers this 'might' be neat. (Comes into fruition a little late, but with a racial HD class/some warrior levels, it could manage a lower CR)
Hmmm, Minotaur/Duelist 10 (CR 14), his gore is piercing. :) He's not smart, but see below...
(And, with templates, you can take care of the MAD qualities AND give some piercing attacks to the monster. 1/2 Dragon Duelists...)
Moving back from DM tangent...

There are other builds, if one doesn't mind giving up some Duelist abilities.
RETHINKING THE DUELIST: (w/o rebuilding...)
LANS=Light or no armor & No Shield req,
LPW=Light/One-handed Piercing Weapon
NWO=No Weapon/Shield used by other hand
1: Canny Defense (Int to AC, LANS), Precise Strike LPW/NWO
2: Improved Reaction, Parry LPW
3: Enhanced Mobility (+4 AC AoO) LANS
4: Combat Reflexes LPW, Grace LANS
5: Riposte, LPW
6: Acrobatic Charge
7: Elaborate Defense
8: Deflect Arrows: LPW ("no free hand necessary")
9: No Retreat
10: Crippling Strike LPW

LANS: Canny Defense, Enhanced Mobility, Grace:

Canny Defense gets a lot of attention, but a +2 Large Shield=18 Int, and only at level 4 (10/11 overall) do you get that bonus. It's flavorful, but slow to develop, and 18 is a pretty high stat for only giving you this. Maybe after the +6 item/+5 inherent, but until then...why? (And not many play that high.)
The Enhanced Mobility stacks, and can be useful for triggering AoO for others, but w/Acrobatics & Mobility already, it's bonus, not core. And Grace is nice, but not core, and doesn't stack with other competence bonus sources.
Heavy Armor balances these bonuses, which is a knock against Duelist, no doubt, but only if you hold to archetypical imagery.
So, yeah, you could be a dumb Duelist in Hvy. Armor (if you take another class for proficiency). More later.

NWO: Precise Strike:

A core ability, but only one of several, and I think it's just to try to bridge the damage gap for archetypical Duelists. But PA w/ a THW & 1.5x Str are better, and immediate. TWF/Sword-Board also better, IMO.
Another knock against Duelists.
Which is why when the argument focuses around these abilities, the Duelist pales.

But...what if we ignored those?
I think Parry/Riposte are the biggest Duelist tricks, only matched by some of the new style feats (which a Duelist can take on top if they want) and you get them by level 5 (11 overall, 12 w/ Monk/Rogue dip).
Parry is nearly free after Riposte, as you get your attack back if you succeed at your Parry. Knocking aside an attack is pretty nice.
Everything after 5 has LPW or no req, including the capstone, Crippling Strike, which you can use with TWF, spiked shield w/rapier or short sword/rapier.
Trident does 2.5 less damage than greatsword, but can brace and be thrown.
Rapiers do 1.5 less than falchions.
But Acrobatic Charge and Parry I think are worth it, since you can still two-hand/PA with them.
(Is there a kukri-like weapon with piercing? None in CRB.)

One could even use a spiked large shield, which counts as LPW which you could Parry with, while you attack with any weapon you like in the other hand. (RAW, you could even Parry with that other weapon in Full Attack, though I'd go with RAI and limit you to Parrying with shield when doing TWF Full Attack.)

Some Duelist combos:

Crane Style chain w/ Elaborate Defense: excellent AC/awesome touch AC +1 auto miss + 1 parry miss, and only -1 to attack.
Snake Style chain w/ Parry: One AoO for Riposte, one Snake Style for 'missing' (Parry makes a 'miss', RAW), and a third if Snake AoO hits
(If your Unarmed does piercing, the last two get your Precise Strike too)
Heavy Armor + Rapier/Board (spiked): Trading some weapon training/armor training for Parry/Riposte/Acrobatic Charge. Worth it to me.
Spiked armor...grappling...Precise Strike. I haven't explored grappling (for fear of touching so many monsters), but for you grappler fans, this seems worth a dip. (Remember, you can be dumb and armored.)
Stand Still or Step Up chain or any ability that keeps you locked up with them, getting your full attacks while they're trying to engage your allies.

Dwarf Rampager:
I joked about a Dwarf with a Pick in my last post, but I see serious potential for it now. Maybe a few drunken Barbarian rage abilities, a dip of Fighter for Hvy. Armor Prof (to wear Mithril Plate, and still run 30') and you have a tenacious terror running amok with his Acrobatic Charges, knocking aside their weapons and smacking them back with Parry/Riposte.
He'd be one crazy-ass mofo.
20 pt. build
S 17 D 14 Co 16 I 8 W 16 Ch 5
Barb 4/Fighter 2/Duelist X
(Ranger for TWF?)

Wearing plate in an inn. Great PER overhears insult. "Yeah, I'm a DUELIST! What the heck makes you think I can't be a DUELIST!" Quick drinks ale then slams tankard on table. "You sayin' I'm dumb & slow? I got me some finesse!" (Rages) Charges through crowd to tackle and bite offender w/ Precise Strike. :)
Ahhh, good times.

Unleash the armored Duelists!

Edit: Spoiler'd some chunks for easier browsing

JMK


RAW, Unarmed Strikes don't need to be your other hand.
They can be from a foot, headbutt, whatever.
Arguably, RAI is 'to not have another attack', but RAW supports Unarmed Attack (or Spiked Armor Attack) added to using a one-handed weapon w/ Precise Strike.
You follow TWF rules, of course, as you do have two-weapons going, but your hand isn't being used.
Not sure how I'd rule, probably with RAW w/ warning that I may switch to RAI if it proves overpowering. (I don't think it would, which is why I'd him.)


Urban Barbarian might be nice if you are using a scimitar, since you can boost your dex (and therefore your damage) as well as help your AC and leave off the problematic parts of raging.

Shadow Lodge

Couldn't you just flurry with a single siangham?


If you give up flurry to be a sensei or master of many styles you can wear armor (or not) without a problem since you don't have flurry -- this means you'll be less dependent on wisdom.

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