TEXT: undeFEATable
  15: DuElisT
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  3.5 SYSTEM COMPATIBLE
  LPJ9561
  Written By Michael R. Kimmel
  NEW FEATS
  AggrESSivE DuEliST’S STANcE [combAT]
  You can lower your defenses in order to improve 
  your aggressive swordplay.
  Prerequisites: Combat Expertise, duelist level 1st
  Benefit: If you are wielding a light or one-handed 
  piercing weapon and wearing light or no armor, 
  you can take a -1 penalty to your Armor Class and 
  Combat Maneuver Defense in order to gain a +2 
  bonus to your parry attack rolls, disarm and trip 
  attempts, and attack rolls for attacks of opportu-
  nity. When you have attained 5 levels of the duelist 
  class, the penalty increases to -2 and the bonus to 
  +4. When you have attained 9 levels of the duelist 
  class, the penalty increases to -3 and the bonus to 
  +6. You must choose to use this feat before making 
  an attack roll, and its effects last until your next 
  turn. 
  AgilE FEiNT [combAT]
  You feint with skillful swordplay and agility rather 
  than tricks and bluffs.
  Prerequisites: Dex 15+, 7 or more ranks in 
  Acrobatics, duelist level 3rd
  Benefit: While wielding a light or one-handed 
  piercing weapon, you may use your Acrobatics 
  skill to feint in combat instead of the Bluff skill.
  Normal: Normally you can only feint with the 
  Bluff skill.
  boNETTi’S DEFENSE [combAT]
  You are skilled at using difficult terrain to your 
  defensive advantage in a fight.
  Prerequisites: Dex 15+, duelist level 5th
  Benefit: During any round in which you stand in 
  or move through difficult terrain, until the begin-
  ning of your next turn you gain a +1 circumstance 
  bonus to your Armor Class and Combat Maneuver 
  Defense for every 3 levels of duelist you have 
  attained. This bonus also applies to your attack 
  rolls when you attempt to parry attacks, and to 
  your attacks of opportunity made using the riposte 
  class feature.
  crippliNg FiNESSE [combAT]
  Your precision is more important than your 
  strength when you strike vital areas.
  Prerequisites: Dex 15+, Weapon Focus (light or 
  one-handed piercing weapon), duelist level 5th
  Benefit: When you make a critical hit using a light 
  or one-handed piercing weapon for which you 
  have the Weapon Focus feat, you can use your 
  Dexterity modifier in place of your Strength modi-
  fier when calculating the attack’s damage.
  DANgErouS DEFENSE [combAT]
  When fighting defensively, your parry attempts are 
  still made with your maximum skill.
  Prerequisites: Combat Expertise, duelist level 5th
  Benefit: Any parry attempts you make do not 
  suffer the normal penalty that applies to your 
  attacks when fighting defensively or using Combat 
  Expertise. The penalty still applies to your attacks 
  of opportunity made using the riposte ability in a 
  round in which you are fighting defensively.
  Normal: Normally all of your attacks suffer a -4 
  penalty when you fight defensively and a penalty 
  of at least 1 when you use Combat Expertise.
  DEADly ripoSTE [combAT]
  You can make an extremely deadly riposte if you 
  parry your opponent’s attack with exceptional skill.
  Prerequisites: Duelist level 9th
  Benefit: Once per day when you parry an attack 
  and beat the attacker’s roll by 10 or more, if you 
  
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  elect to make a riposte following the parry, you can choose 
  before making the attack roll to make the attack into a 
  deadly riposte. If the attack successfully damages your 
  opponent, they must make a Fortitude save (DC 10 + your 
  duelist level + your Intelligence modifier) or die. If your 
  attack misses or deals no damage, this ability is wasted 
  with no effect.
  DiSArmiNg ripoSTE [combAT]
  You are skilled at disarming your opponents when you 
  parry and counterattack.
  Prerequisites: Int 13+, Combat Expertise, Improved 
  Disarm, riposte class feature
  Benefit: When you successfully parry an opponent’s attack 
  and make an attack of opportunity against the opponent, if 
  you choose to try to disarm your opponent, you gain a +1 
  bonus to your Combat Maneuver Bonus per three levels of 
  duelist that you possess. If you successfully disarm your 
  opponent, you may choose to have their weapon land in 
  any square within 10 feet of you.
  DuEliST’S TAuNT [combAT]
  You can strike fear into your opponents with your excellent 
  swordplay.
  Prerequisites: 5+ ranks in Intimidate, parry class feature
  Benefit: Whenever you successfully parry or make an 
  attack of opportunity with a light or one-handed piercing 
  weapon, you can make an Intimidate check to demoralize 
  the target of your parry or attack as a swift action. You 
  may only use this ability against a given opponent once per 
  round.
  Normal: Demoralizing an opponent is normally a standard 
  action.
  ENDlESS pArryiNg [combAT]
  You are able to parry as many attacks as you would 
  normally be able to make.
  Prerequisites: Combat Reflexes, Quick Parry, parry class 
  feature
  Benefit: You can elect not to take any number of the 
  attacks you would make using a full attack action, and 
  instead reserve them to attempt to parry multiple attacks. 
  You can only attempt to parry any given attack one time, 
  and you can choose which attack that you have set aside 
  to use for each parry attempt. (You do not need to use your 
  best attack first.)
  Normal: Normally you are only able to reserve one attack 
  from each full attack action in order to make a parry 
  attempt.
  ErrATic STylE [combAT]
  You can adopt a strange, erratic fighting style which 
  confuses your opponents.
  Prerequisites: Dex 13+, 5+ ranks in Perform (Dance), 
  duelist level 1st
  Benefit: As a move action you can enter into an erratic 
  fighting style which reduces your speed by 10 feet and 
  gives you a -2 penalty to Armor Class, but causes your 
  opponents to lose their Dexterity bonus to Armor Class 
  against your attacks. You can continue to use this ability as 
  a swift action each round once you have started, and you 
  can use it for a number of rounds per day equal to twice 
  your duelist level. The rounds need not be consecutive. In 
  addition, while using this ability, you can use your Perform 
  (Dance) skill in place of an attack roll once per round 
  when you attempt to parry an attack.
  FAlSE pAiN [combAT]
  You pretend to be more hurt than you truly are in order to 
  gain an advantage over your opponents.
  Prerequisites: 5+ ranks in Bluff, duelist level 2nd
  Benefit: When you attempt to feint or parry against an 
  opponent that has successfully damaged you within the last 
  round, you gain a +1 bonus to your Bluff check or parry 
  attack roll. This bonus increases to +2 if you are below 
  50% of your maximum Hit Points, to +3 if you are below 
  75% of your maximum Hit Points, and to +4 if you are 
  below 90% of your maximum Hit Points.
  FirST blooD [combAT]
  When you score first blood against an opponent, the wound 
  continues to bleed.
  Prerequisite: Precise strike class feature
  Benefit: Whenever you successfully damage an oppo-
  nent that has not yet taken damage in a battle, if you deal 
  precise strike damage, it is considered hit point bleed 
  damage instead of normal damage. Creatures that are 
  immune to your precise strike damage do not take any 
  bleed damage, and this effect only works if you have not 
  yet taken damage from that opponent in the encounter. As 
  normal, the precise strike damage is equal to your duelist 
  level and you must strike with a light or one-handed 
  piercing weapon.
  
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  giANT-DuElEr [combAT]
  You are skilled at parrying foes that outmatch you in terms 
  of size.
  Prerequisites: Dex 15+, parry class feature
  Benefit: When you attempt to parry an attack made by 
  a creature of a larger size category, you only suffer a -2 
  penalty to your attack roll for each size category that the 
  attacker is larger than you. In addition, when you success-
  fully parry a such an attack, you gain a +1 bonus per size 
  category that the attacker is larger to your next melee 
  attack roll made within 1 round against that creature.
  Normal: Normally you suffer a -4 penalty to your parry 
  attack roll for each size category that the attacker is larger 
  than you.
  givE grouND [combAT]
  You let your opponents pull off their combat maneuvers 
  against you in order to trick them into thinking you have 
  let down your defenses.
  Prerequisites: Dex 15+, Duelist level 6th
  Benefit: You can choose to allow your opponents to auto-
  matically succeed with the combat maneuvers they make 
  against you. When you do, you gain a +1 bonus per three 
  levels of duelist you possess on all parry and riposte attack 
  rolls made against that opponent until the end of the oppo-
  nent’s next turn.
  grEATEr DANgErouS DEFENSE [combAT]
  Even while putting all your efforts towards defense, you 
  are able to parry and counter one of your opponents’ 
  attacks.
  Prerequisites: Combat Expertise, Dangerous Defense, 
  duelist level 7th
  Benefit: Once per round while you are taking a total 
  defense action, you can elect to parry an attack directed at 
  you or an adjacent ally as if you had elected not to take one 
  of your attacks. The parry uses your normal attack bonus. 
  If the parry is successful, you may attempt a riposte with 
  a -4 penalty to the attack roll. You still cannot make other 
  attacks of opportunity.
  Normal: Normally you cannot make attacks, parry 
  attempts, or attacks of opportunity while taking a total 
  defense action.
  improvED proTEcTivE pArry [combAT]
  You are a master at deflecting blows aimed at your allies.
  Prerequisites: Dex and Int 15+, parry class feature, 
  Protective Parry
  Benefit: As Protective Parry, except you gain a +2 bonus 
  to your attack roll when you attempt to parry an attack 
  made against an adjacent ally instead of suffering a -4 
  penalty, and if your parry is successful, the +1 bonus to 
  your ally’s armor class lasts for a number of rounds equal 
  to your duelist level or until that ally ceases being adjacent 
  to you. The bonus does not return if the ally later becomes 
  adjacent to you again.
  iNSpiriNg DEFlEcTioN [combAT]
  When you parry your opponents’ attacks, you raise the 
  morale of yourself and your allies.
  Prerequisites: Cha 13+, parry class feature
  Benefit: Whenever you successfully parry an attack, you 
  can take a swift action to give yourself and the ally you 
  defended (if you parried an attack which targeted an ally) 
  a +2 morale bonus to saving throws against fear, attack 
  rolls, and damage rolls for 1 round per level of duelist you 
  possess. This bonus ends if you attempt to parry an attack 
  and fail. You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier.
  loNE DuEliST [combAT]
  You are adept at fending off multiple foes at once.
  Prerequisites: Dex 15+, duelist level 2nd
  Benefit: Whenever you are being threatened in melee 
  by more than one opponent, you gain a +1 dodge bonus 
  to Armor Class and Combat Maneuver Defense for each 
  opponent beyond the first, up to +1 per two levels of 
  duelist you possess.  A condition that makes you lose your 
  Dexterity bonus to Armor Class also makes you lose the 
  benefits of this feat.
  mASTEr DEFlEcTioN [combAT]
  You can lower your defenses to redirect an opponent’s 
  attack to another target.
  Prerequisites: Dex 17+, duelist level 8th
  Benefit: Once per round when you successfully parry an 
  opponent’s attack, you can choose to have the attack target 
  an adjacent opponent. The attack uses the same attack 
  rolled that was rolled against your parry attempt, with a -4 
  penalty. If it beats the new target’s Armor Class, it damages 
  the target normally. When you use this ability, you suffer a 
  -2 penalty to your Armor Class for 1 round.
  mASTEr giANT-DuElEr [combAT]
  Larger foes are no worry to you, as you are an expert at 
  parrying their attacks.
  
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  Prerequisites: Dex 17+, parry and riposte class features, 
  Giant-Dueler
  Benefit: When you attempt to parry an attack made by a 
  creature of a larger size category, you no longer suffer a 
  penalty to your attack roll for each size category that the 
  attacker is larger than you. In addition, if the parried attack 
  was a melee attack, you are able to make a riposte even if 
  the attacker is not within your reach.
  Normal: Normally you are only able to make a riposte if 
  the attacker is within reach.
  mENTAl grAcE [combAT]
  You are able to focus and ignore distractions while in a 
  battle.
  Prerequisite: Duelist level 4th
  Benefit: While you are in combat and wearing light armor 
  or no armor and not using a shield, you gain a +4 bonus to 
  Will saves against mind-affecting effects and to Perception 
  and Sense Motive checks made against your opponents. 
  This bonus  begins when you make an attack and ends if 
  you have not attacked within a number of rounds equal to 
  your duelist level.
  NoblE DuEliST [combAT]
  You are a high-society duelist and know how to fight 
  against nobles.
  Prerequisites: 6+ ranks in Knowledge (Nobility), duelist 
  level 1st
  Benefit: You gain a +3 bonus to your Initiative rolls when 
  beginning a battle with a noble or member of a ruling 
  class, in addition to all Charisma-based skill checks made 
  against such opponents during combat. With 12 or more 
  ranks in Knowledge (Nobility), this bonus increases to +6.
  proTEcTivE pArry [combAT]
  You are skilled at deflecting blows aimed at your allies.
  Prerequisites: Dex and Int 13+, parry class feature
  Benefit: You no longer suffer a –4 penalty when you 
  attempt to parry an attack made against an adjacent ally. In 
  addition, if you successfully parry an attack made against 
  an adjacent ally, that ally gains a +1 bonus to Armor Class 
  for 1 round as long as they remain adjacent to you.
  Normal: Normally you suffer a -4 penalty when you 
  attempt to parry an attack made against an adjacent ally.
  Quick pArry [combAT]
  You can parry even when you only have time for a single 
  attack.
  Prerequisites: Combat Reflexes, parry class feature
  Benefit: When you take only a single attack action, you 
  can elect not to make the attack and reserve it to parry an 
  attack instead.
  Normal: Normally you can only set aside an attack and 
  reserve it to parry if you are taking a full attack action.
  Quick rETriEvAl [combAT]
  You can quickly snatch up dropped weapons and parry an 
  attack of opportunity made against you.
  Prerequisites: Dex 15+, Quick Draw, duelist level 4th
  Benefit: You only need to use a swift action to pick up a 
  light or one-handed piercing weapon that is not on your 
  person, such as after you have been disarmed or when 
  you are caught unprepared for combat. You still provoke 
  attacks of opportunity when you do so, but you can choose 
  to attempt to parry one attack of opportunity made against 
  you whenever you pick up a weapon in this way. This 
  counts as one of your own attacks of opportunity for the 
  round.
  Normal: Normally picking up a weapon is a move action 
  that provokes attacks of opportunity and you cannot parry 
  these attacks.
  SlEEvED DANgEr [combAT]
  You keep a small blade up your sleeve and when you are 
  disarmed, you quickly draw it and attack your opponent.
  Prerequisites: Dex 13+, 3+ ranks in Stealth, Quick Draw, 
  duelist level 2nd
  Benefit: When you are disarmed of a light or one-handed 
  piercing weapon, as an immediate action you can draw 
  a light piercing weapon which you have concealed on 
  your person using the Stealth skill and make an attack 
  against the opponent that disarmed you. This attack denies 
  the opponent of its Dexterity bonus to Armor Class. In 
  addition, when you draw a light or one-handed piercing 
  weapon for the first time in combat, you gain a +2 bonus 
  to the next attack roll you make within 1 round of drawing 
  the weapon.
  Sly DEFENSE [combAT]
  You use your intelligence and guile to avoid your oppo-
  nents’ maneuvers.
  Prerequisites: Int 15+, canny defense class feature
  
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  Benefit: When wearing light or no armor, not using a 
  shield, and wielding a melee weapon, you add your canny 
  defense bonus to your Combat Maneuver Defense in addi-
  tion to your Armor Class. You still lose these bonuses if 
  you are caught flat-footed.
  Normal: Normally your canny defense bonus applies only 
  to your Armor Class.
  SpEll pArry [combAT]
  You can make a parry and riposte against an opponent who 
  attempts to cast a spell.
  Prerequisites: Int 15+, 3+ ranks in Spellcraft, duelist level 
  5th
  Benefit: When you have elected to reserve one of your 
  attacks to make a parry attempt, if an opponent within 
  reach attempts to cast a spell, you can use your parry to 
  attempt to parry the spell. You make a parry attack roll 
  with a -4 penalty opposed by the opponent’s concentration 
  check. If your roll is greater than the caster’s concentration 
  check, the opponent loses the spell, and you can make a 
  riposte against the caster. You can attempt to parry even if 
  your opponent successfully casts defensively.
  Normal: Normally you can only parry and riposte attacks 
  made against you.
  TrippiNg ripoSTE [combAT]
  You are skilled at tripping your opponents when you parry 
  and counterattack.
  Prerequisites: Int 13+, Combat Expertise, Improved Trip, 
  riposte class feature
  Benefit: When you successfully parry an opponent’s attack 
  and make an attack of opportunity against the opponent, 
  if you choose to try to trip your opponent, you gain a +1 
  bonus to your Combat Maneuver Bonus per three levels 
  of duelist that you possess. If you successfully trip your 
  opponent, you may choose to have them fall prone in any 
  square adjacent to you.
  vicTor’S glory
  After winning a battle, you are more charismatic in the 
  eyes of those who witnessed your victory.
  Prerequisites: Cha 13+, duelist level 1st
  Benefit: Whenever you win a battle, you gain a +1 bonus 
  to all Charisma-based skill checks made against anyone 
  who witnessed any part of the battle for 1 day per level of 
  duelist you possess. This bonus increases to +2 when you 
  have attained 4th level of the duelist class, +3 at 7th level, 
  and +4 at 10th level. The bonus is doubled and lasts twice 
  as long as normal if you fought the battle alone, without 
  allies.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
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  Undefeated 15, Copyright 2010, Louis Porter Jr. Design, Inc.
  opEN gAmE licENSE vErSioN 1.0A 
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