
Sephiroth87 |
Hello guys,
I have just discovered this amazing website. I have been playing D&D for a lot of years but I have just recently discovered Pathfinder.Great game indeed, however...I am currently recycling one of my old PGs to fit a new campaign that should start in a couple of weeks. This character, that I really like, was a renegade prince of this country who returns to his lands in order to avenge his father's death and regain the throne.
I think a 10 wrr/10 duelist build would be optimal and I have more or less drawn a list of feats/skills/items/weapon and armor's enhancements/traits (I know that I might sound a bit exaggerated, but I really like to plan things in advance...)
Feats:
- weapon focus (rapier)
- weapon finesse (rapier)
- improved unarmed strike
- crane style
- dodge
- mobility
- crane wing
- crane riposte
- toughness
- improved critical
- bleeding critical
- improved initiative
- defiant luck
- inexplicable luck
- weapon focus
- weapon specialisation
- combat expertise
Traits:
- anatomist
- indomitable faith
As a weapon I would opt for the rapier (eventually enhanced with a +5, speed, bleeding/agile/vicious). I have abandoned the idea of having a weapon in the secondary hand (just to have it +5ed and defensive to augment my AC more), because the crane style requires one hand free to deflect the attack.
Talking about bleeding I really can't understand: the critical feat inflict 2d6 dmgs of bleeding, the 10th level of duelist may inflict another 2d6 dmgs of the same type and the bleeding enchantment 1 point of bleeding dmg per hit. Are they going to be counted alltogether, increasing at every critical hit my PG connects (2d6 + 2d6 + 1 more of bleeding every turn for every critical to be precise)? Because I found the manuals and descriptions to be rather unprecise.
As an armor I was thinking about a mithril chainmail or a celestian armor...or maybe the bracelets of armor in order not to be burdened by the max dex (+ int) cap of an armor...
What do you think of it? could it work? In need of any sort of advice plze :):):)
Thanks to all

Dabbler |

Not sure what a "wrr" is, but two levels of Master of Many Styles monks is a nice dip for a duelist. You get a boost to all saves, and for your bonus feats choose Crane Style and Crane Wing. Take Crane Riposte when you can. That will enable your duelist to automatically block one attack per round on top of parrying, and Crane Riposte allows an automatic counterstrike.

hello, my name is ninja |

Riposte from Duelist and Crane Riposte dont stack I though. O_o
Why wouldn't they? You can full attack and fight defensibly, and they're both AoOs. So with combat reflexes, which you get at 4th level duelist anyway, you can make both. I'm sure about getting both for the same attack though. I don't think one action can provoke more than one AoO, even from different abilities, so you'd have to be attacked more than once.
Edit: Ninja'd! Also crane wing is a sure thing, while parry needs an attack roll. So there's that.

Sephiroth87 |
Sorry guys, I meant 10 fighter/10 duelist (I was sure it was called warrior os something like that XD).
Gotcha! I was wondering about taking the dervish dance and scimitar instead of a rapier: I thought it might be good way of improving damage.
Also thinking of applying vicious to the weapon at hand, but it seems that unfortunately it will not multiply in case of a critical hit (which should be quite frequent, according to my build): also other enhancements like flaming etc...do not multiply. Do you know any weapon enchantment that can benefit the most from frequent critical hits?

Guy Kilmore |

I would go Fighter 8/Monk 2/Duelist the rest of the way.
To Start.
I would go Fighter 1st Level
I would then take 2 levels of Monk.
With the Monk I would take the Master of Many Styles, this lets you get Crane Style at level 2 and Crane Wing at Level 3, which lets you block one incoming attack with your free hand.
Depending on how you see your character, you can also take a second monk archetype that mixes with Master of Many Styles. The Sohei archetype gives you the ability to act in surprise rounds and evasion. The Sacred Mountain gets you a +1 natural armor and Toughness as a bonus feat.
After that go Fighter until you qualify for duelist.
It is a matter of flavor for the Scimitar. You get into the spot that you really can't use it until you get Dervish Dance, but once you get to use it, good to go. If you make sure that you have a 13 Strength, you can snag power attack to up your damage a little bit, but becareful you don't stack on too many penalties between Power Attack and Fighting Defensively. (The Crane Style offsets the penalties and increases the power of fighting defensively, so you get more AC for less penalties.)

Lemmy |

I'd go the Devish Dance route and simply refluff the scimitar as a Rapier (they even have the same stats).
Dervish Dance is probably the one feat who actually makes dueling viable.
I dunno how much you value skill points (I love them), but Rangers, Lore Warden Fighters and (oddly enough) Gunslinger can make damn good duelists.

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Sorry guys, I meant 10 fighter/10 duelist (I was sure it was called warrior os something like that XD).
Gotcha! I was wondering about taking the dervish dance and scimitar instead of a rapier: I thought it might be good way of improving damage.
Also thinking of applying vicious to the weapon at hand, but it seems that unfortunately it will not multiply in case of a critical hit (which should be quite frequent, according to my build): also other enhancements like flaming etc...do not multiply. Do you know any weapon enchantment that can benefit the most from frequent critical hits?
Burst weapons benefit from critical hits, though they deal elemental damage which is less useful as you level. Other than that, there aren't a huge number of weapons that have their effects multipled on a critical.

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I'd go the Devish Dance route and simply refluff the scimitar as a Rapier (they even have the same stats).
Dervish Dance is probably the one feat who actually makes dueling viable.
I dunno how much you value skill points (I love them), but Rangers, Lore Warden Fighters and (oddly enough) Gunslinger can make damn good duelists.
Gunslinger Duelist's can actually be a blast. Pistol's count as one-handed piercing weapons, and Gun Training will get you the DEX to damage without needing Dervish Dance or Agile weapons. Their Nimble ability is a great complement to Canny Defense and Improved Reaction coupled with Gunslinger Initiative and your high Dex and other bonuses helps you move first. A lot. They're actually one of the best classes to go into Duelist with you could ask for.

Dabbler |

Azelyan wrote:Riposte from Duelist and Crane Riposte dont stack I though. O_oWhy wouldn't they?
Because you don't get two AoOs on the same action. However you can get two AoO's on two separate actions from the same person, and two attacks are two actions.
Sorry guys, I meant 10 fighter/10 duelist (I was sure it was called warrior os something like that XD).
Gotcha! I was wondering about taking the dervish dance and scimitar instead of a rapier: I thought it might be good way of improving damage.
Scimitar and rapier do the same damage and have the same threat range.
Also thinking of applying vicious to the weapon at hand, but it seems that unfortunately it will not multiply in case of a critical hit (which should be quite frequent, according to my build): also other enhancements like flaming etc...do not multiply. Do you know any weapon enchantment that can benefit the most from frequent critical hits?
Flat enhancement bonuses. Skip the fancy stuff, save maybe holy and definitely take keen, but otherwise take flat enhancement bonuses until you max out. This works because an enhancement bonus boosts your chances to hit (+1 to hit is worth +2 to damage on it's own), and the bonus to damage multiplies on a critical hit.
Another (off-beat) duelist I have considered is a Snake Style monk. Your unarmed strikes are piercing, if you have the intelligence they stack with your Wis bonus to AC, you get a flat damage bonus which unarmed strike lacks, and a boost to base attack bonus and hit dice.