Duelist

Duelist Req. 16 Dex or level 5     1. Are You Ready?: Action At Will   Mark an opponent as challenged, when the opponent is challenged they are taunted for the five turns of combat and the duellist gains damage reduction equal to their dex mod against the challenged. Only one opponent can be challenged at a time. Issuing a new challenge removes any additional effects on the duelist or opponent.   2. Allez!: Shift or Action Encounter^5   Lunge towards an opponent moving up to five spaces dealing your dex stat as physical damage if you get within range of them, If the opponent is challenged, close on them instead and the damage allez! deals is doubled.   3. Feint: Interrupt Encounter^10   Perform a feint to try and avoid being struck. Reduce the damage dealt to you by an attack by 30%, if the attack is being made by a challenged foe you dodge it instead and your next attack will be armour piercing.   4. Parry: Interrupt Encounter^10   Deflect an enemies attack, reducing damage taken by 50%. landing a parry is required for landing a Riposte. If the enemy is challenged, they lose 5 accuracy on their next ac check and their next movement is reduced by 3.   5. Riposte: At will Attack   Strike an enemy twice after they are parried. If they are challenged they lose damage reduction equal to the duelist’s dex stat for three turns.   6. Flèche: Shift Encounter^15   A reckless charge that closes on an enemy in a straight line, plunge the blade into an enemy’s vital point dealing 5% of their current hp or 10% if challenged. Your next attack deals bonus physical damage equal to your dex stat.   7. Duex Grève: Attack Daily^15   Strike the opponent twice, both strikes ignore 25% of armour; if the opponent is challenged knock them off balance to be able to land a Riposte.   8. Vigor of the Duel: Action Encounter   The next attack you make will heal for 10% of the duelist maximum HP, if the opponent is challenged, the heal is doubled. All attacks you land on challenged enemies heal you for five hp.   9. The Masquerade of the Duel: Daily Action   If the duelist’s Dex is higher than the opponent’s the duelist gains two points of temporary dexterity for every point of dex more than your challenged opponent. This bonus is lost if the duelist is struck or the battle ends. During this time each successive attack you make per turn after the first deals an additional 20% of your weapon damage, these stacks reset at the end of turn.

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