Duelist
This archetype can be applied to the Fighter class.
Lose:
- Proficiency with Medium and Heavy Armor
- Proficiency with Tower Shields
- Bonus feat at 1st, 2nd, 4th, 6th, 10th, 12th, and 14th level
- Bravery at 2nd level and higher
- Armor Training at 9th and 17th
- Weapon Training at 5th and 13th level
- Armor Mastery at 19th level
- Weapon Mastery at 20th level
Gain:
- 1st - Unarmored Defense
- 1st - Precision Strike
- 2nd - Improved Reactions
- 2nd - Deadly Finesse
- 4th - Graceful
- 6th - Parrying
- 10th - Riposte (as the Duelist prestige class)
- 12th - Acrobatic Charge (as the Duelist prestige class)
- 14th - Elaborate Defenses
- 19th - No Retreat (as the Duelist prestige class)
- 20th - Crippling Critical (as the Duelist prestige class)
Unarmored Defense (Ex)
A duelist adds their Intelligence, Wisdom, or Charisma modifier (whichever is highest) as either an insight bonus (if Int or Wis) or luck bonus (if Cha) to their AC. The bonus is reduced by an amount equal to their armor check penalty or 1/10th their arcane spell failure (whichever is worse) and the bonus is capped by their Max Dex (minimum 0).
Precision Strike (Ex)
So long as you have at least one hand free, you can use a standard action to make a precision strike with a light or finesse weapon that deals +1d6 precision damage. This damage increases to +2d6 at 5th level, +3d6 at 9th level, +4d6 at 13th level, and +5d6 at 17th level. At 5th level, you can choose to make one attack you make as part of a full attack a Precision Strike. At 10th level, you can choose to apply your Precision Strike to all attacks you make during a full attack but not against the same target more than once during the full attack. For example, if you made a full attack and all three attacks were against a single target, Precision Strike would only apply to one of the attacks (declared before the attack roll) but if you made each of those attacks against a different target, they would all be Precision Attacks.
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.
Improved Reactions (Ex)
At 2nd level, a duelist gains a competence bonus to Initiative checks and dodge bonus to AC against attacks of opportunity equal to half their class level (minimum +1).
Deadly Finesse (Ex)
At 2nd level a duelist gains Weapon Finesse as a bonus feat. If they already have this feat, or gain it later, this instead grants them the ability to add precision damage equal to their Dexterity modifier to all attacks they make with light or finesse weapons.
Graceful (Ex)
At 4th level, a Duelist gains a +2 competence bonus to Reflex saving throws. This bonus increases by 1 for every 4 additional class levels they possess.
Parrying (Ex)
At 6th level a duelist gains an uncanny ability to parry blows. Whenever they make a full attack using only light or finesse weapons, they gain a shield bonus to AC equal to the number of attacks made, regardless whether they hit or miss. This lasts until the start of their next turn. They can opt to gain a +2 shield bonus without making attacks by twirling their weapon around as a swift action.
While benefiting from the shield bonus granted by this ability, a duelist can use an immediate action to parry an attack made against them or an adjacent ally. They make an attack with their own weapon and compare it to the results of the triggering attack. If the duelist's attack roll is equal or greater than the roll result 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 to this attack roll. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.
Riposte (Ex)
Starting at 10th level, a duelist can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
Elaborate Defenses (Ex)
At 14th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, they gain an additional +1 dodge bonus to AC for every 3 levels of duelist she has attained.
No Retreat (Ex)
At 16th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.