
Ellington |

I don't think I'm the only one that considers archetypes to be a superior concept to prestige classes. Sure, some prestige classes wouldn't work as archetypes, such as the mystic theurge, but other such as the duelist and assassin could well use the power boost a base class provides.
I tried to stick to as many of the base abilities the duelist has with a few modifications and I'm pretty pleased with the result. I used the fighter archetypes in the APG as guidelines and I think this is spot on.
Criticism needed!
The Duelist
Skills
The duelist adds Acrobatics, Bluff and Sense Motive to his list of class skills and removes Intimidate, Ride and Survival.
Precise Strike (Ex)
When wielding a light or one-handed piercing weapon, the duelist may add half his class level to his damage roll (minimum +1). When making a precise strike, a duelist cannot attack with a weapon in his 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. This ability replaces the bonus feat at level 1.
Improved Reactions (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels beyond 2nd. This bonus stacks with the benefit provided by the Improved Initiative feat. This ability replaces Bravery.
Canny Defense (Ex)
At 3rd level, when wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces armor training 1.
Fencer (Ex)
At 5th level, a duelist gains a +1 bonus on attack and damage rolls when wielding a light or one-handed piercing weapon in one hand and nothing in the other. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1.
Parry (Ex)
At 7th level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to parry an attack against his or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack he chose to forego during her previous action. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on his attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made. This ability replaces armor training 2.
Riposte (Ex)
At 9th level, a duelist can make an attack of opportunity against any creature whose attack he successfully parries, so long as the creature he is attacking is within reach. This ability replaces weapon training 2.
Acrobatic Charge (Ex)
At 11th level, a duelist gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain. This ability replaces armor training 3.
Elaborate Defense (Ex)
At 13th level, if a duelist chooses to fight defensively or use total defense in melee combat, he gains an additional +1 dodge bonus to AC for every 3 levels of duelist he has attained. This ability replaces weapon training 3.
Deflect Arrows
At 15th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. The duelist does not need a free hand to use this feat. This ability replaces armor training 4.
No Retreat (Ex)
At 17th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist. This ability replaces armor training 4.
Extravagant defense (Ex)
At 19th level, a duelist gains Damage Reduction 5/— whenever he is wielding a light weapon or one-handed piercing weapon in one hand and nothing in the other. This ability replaces armor mastery.
Weapon Mastery (Ex)
A duelist must choose a type of light weapon or one-handed piercing weapon.

ItoSaithWebb |

Not bad really looks like you shifted the whole prestige class into a archtype. Personally I would not mind if prestige classes were removed all together and more archtypes placed in.
I might suggest dropping and elaborate defense and extravagant defense in favor of perhaps free parries that don't use up attacks because the parry and Riposte are where the strength lies in the duelist. Perhaps call it quick defense or superior counter.
For some reason having the DR in there for a Duelist makes me think of the Princess Bride.
Hello. My name is Inigo Montoya. You killed my father. Prepare to die.Hello. My name is Inigo Montoya. You killed my father. Prepare to die.
Hello. My name is Inigo Montoya. You killed my father. Prepare to die.
Hello. My name is Inigo Montoya. You killed my father. Prepare to die.
Stop saying that!!!

ItoSaithWebb |

I wanted to stay clear of creating new abilities, but I guess making some couldn't hurt. What do you mean by free parries? Sounds powerful.
Well change out elaborate defense that allows to make one free parry in addition to any attacks he gives up and this would gain another free parry at level 19.
It would be powerful but at those levels you are suppose to be powerful. In addition at those levels an increased AC and a small DR are not going to do much.
Being able to parry more attacks and to riposte them is what being a duelist is all about: parrying and counter attacking. If you think that it is to powerful then simply say that the free parries the duelist cannot make a riposte with them but I don't think that is a good idea.
Another way to do it is make this class a little more like the Zen Archer and give this class a Flurry of Blows but usable only with light one handed weapons and those are the attacks that he gives up for parries. This would give even more parries but the bonuses would be much smaller.
Edit: Trust me when I say that I share your concerns about balance and keeping things away from OP. Check out my homebrew campaign world I am working on and you can see that I am going through similar stuff. http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/homebrewCampaignWorldBuildingTerrafumus
I would suggest play test it. Create both versions of these duelist and pit it against a well made fighter of the same level. If it starts to coming out even or one class is only slightly ahead of the other then you are OK but if one is winning almost 100% then you have a problem of course.