A third answer, which leads me to believe that we needed more details in the initial question, but anyway, here’s yet another idea. With thanks to Miniman for suggesting the NWN2 duelist and its haste effect, which made me think of this, and to Kolja Liquette and Brian Moran, who wrote the swiftblade, and to Tom Welch for making it not-suck, I present yet-another duelist variant, this one really playing up the speed angle.
Duelist
“How did I avoid that?”
“By being fast like a freak.”
As a duelist, you move with almost super-human speed, slashing and stabbing, parrying and dodging, to ensure your presence is felt by everyone.
Prerequisites
To become a duelist, you must be fast and precise already.
- Feats
- Combat Reflexes
- Weapon Finesse
- Special
- One of the following:
- +5 BAB
- +4 BAB, 1d6 precision damage, and 8 ranks in Tumble
- +3 BAB, 3d6 precision damage, and 8 ranks in Balance, Jump, and Tumble
- Dodge feat, or Grace class feature
Class Features
HD d8
Skills (4+Int): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nobility & royalty), Perform, Profession, Sense Motive, Sleight of Hand, and Tumble.
Level |
BAB |
Fort |
Ref |
Will |
Special |
1st |
+1 |
+0 |
+2 |
+0 |
Canny dodge, innate haste, grace, precise strike +1d6 |
2nd |
+2 |
+0 |
+3 |
+0 |
Improved reaction, uncanny dodge |
3rd |
+3 |
+1 |
+3 |
+1 |
Blurred alacrity, flurry of strikes |
4th |
+4 |
+1 |
+4 |
+1 |
Sudden speed, precise strike +2d6 |
5th |
+5 |
+1 |
+4 |
+1 |
Perpetual options |
6th |
+6 |
+2 |
+5 |
+2 |
Evasive maneuvers |
7th |
+7 |
+2 |
+5 |
+2 |
Constant quickness, precise strike +3d6 |
8th |
+8 |
+2 |
+6 |
+2 |
Double time |
9th |
+9 |
+3 |
+6 |
+3 |
Can’t stop me now |
10th |
+10 |
+3 |
+7 |
+3 |
Constant celerity, precise strike +4d6 |
Weapon and Armor Proficiency: You do not gain proficiency in any new weapons or armor.
Canny Dodge (Ex): You add your Intelligence bonus, if any, to your AC, so long as you do not wear medium or heavy armor, use a tower shield, or carry a medium or heavy load. You lose this bonus any time you would be denied your Dexterity bonus to AC, even if you do not have one.
Canny dodge can be used in place of Dodge to qualify for a feat, prestige class, or other special ability. When you do so, you may designate a creature as “the target of your Dodge feat” for the purpose of features that care, but you gain no special AC bonus against that creature from this ability. You can still take Dodge along with this feature (and then would get the bonus).
Innate Haste (Ex): You can enter into a state of near-perfect focus, moving with almost supernatural speed and precision. A number of times per day equal to 3 plus your Intelligence bonus (if any), you may activate your inner haste as a swift action, gaining the benefits of the haste spell for a number of rounds equal to your class level plus your Intelligence modifier.
Despite mimicking the haste spell, this is an extraordinary feat of speed and talent, not a magical effect. As such, it functions perfectly fine in a dead magic zone or antimagic field, and cannot be countered, disrupted, or dispelled. However, it does not stack with the haste spell, nor with other effects that do not stack with haste, such as a speed weapon.
Effects that suppress haste suppress this feature; effects that are suppressed by haste are suppressed by this feature.
This ability cannot be used if you wear medium or heavy armor, use a tower shield, or carry a medium or heavy load. You also require a free hand to maintain this state, using it for balance and to counter-act the torque on your body. This hand must be empty, and the arm cannot have a shield strapped to it. If you fail to meet any of these conditions, this effect immediately ends.
Grace (Ex): Your duelist class level stacks with your swashbuckler class level, if any, for the purposes of the Dodge bonus granted by the grace class feature. If you have no swashbuckler levels, you gain the grace feature of a swashbuckler of your level.
Precise Strike (Ex): You have the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 to your normal damage roll. At each of 4th, 7th, and 10th level, this damage bonus increases by 1d6, to a maximum of 4d6 at 10th level.
When making a precise strike, you cannot attack with a weapon in your other hand or use a shield. Your precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Precise strike stacks with any sneak attack, sudden strike, skirmish, or other forms of precision damage you may have. Precise strike counts as sneak attack with the same number of damage dice for the purpose of requirements.
Improved Reaction (Ex): Starting at second level, you add your Intelligence bonus, if any, to your Initiative checks, and furthermore may take attacks of opportunity and immediate actions even while flat-footed.
Uncanny Dodge (Ex): You gain uncanny dodge at 2nd level, so that you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge, you gain improved uncanny dodge, instead.
Blurred Alacrity (Ex): Starting at 3rd level, you gain a miss chance equal to 10% plus 5% times your Intelligence bonus (if any) while under any haste effect, whether from your innate haste or from a haste spell cast upon you.
Flurry of Strikes (Ex): The number of bonus attacks you may make in a full-attack due to a haste effect or speed weapon doubles at 3rd level.
Sudden Speed (Ex): You may activate innate haste as an immediate action once you reach 4th level.
Perpetual Options (Ex): As a 5th level duelist, you may choose to improve the effects of any haste effect on you in one of the following ways:
You may gain a second move action; if you do so, you lose the movement speed bonuses provided by the haste effect.
You may gain a second standard action; if you do so, you lose the extra attacks that haste would otherwise allow you to make during a full-attack.
You must choose which, if either, option you will use at the beginning of each turn. You may not choose to take both at the same time.
Evasive Maneuvers (Ex): At 6th level, your speed makes you difficult to target with spells. Individually-targeted magical effects have a chance to fail to hit you equal to your miss chance from blurred alacrity. This effect does not stack with that of blink or similar.
Constant Quickness (Ex): Starting at 7th level, your innate haste becomes a permanent extraordinary effect. You no longer need to activate it, nor is it limited in usage. You must still meet its usual requirements; otherwise it is suppressed for as long as you fail to meet them.
Double Time (Ex): The speed at which you move becomes so high at 8th level that you literally can do twice as much as someone else. You no longer receive movement speed bonuses or extra attacks from haste. Instead, each combat you roll initiative twice, and take two turns each round. These two turns are completely independent of one another.
You lose this benefit if your haste effect is suppressed. If your haste effect is suppressed in the middle of a combat, the turn you lose is always your next one. If you regain a haste effect in the same combat, that turn is restored, at the same initiative count.
Can’t Stop Me Now (Ex): At 9th level, you may take your own turn in between every round of apparent time during someone else’s time stop effect.
You lose this benefit if your haste effect is suppressed.
Certain Celerity (Ex): As you are among the quickest beings out there, getting the drop on you is all but impossible; even if you are surprised, you get over that surprise and begin to react even before many of your ambushers do. And when you aren’t surprised, you move so fast that others are. Beginning at 10th level, you always act in the surprise round, even if there otherwise would not be a surprise round.
You lose this benefit if your haste effect is suppressed.