Master Duelist Class

The concept of dueling can be found throughout the galaxy in many forms. Most noble houses still practice some form of dueling as a means of contesting honor gained or lost. Some cultures, such as that of the people of Adumar, idolize duelists as great athletes and heroes, whether they come from highborn or lowborn families.

The Master Duelist has not only the talents and skills but also the reflexes and knowledge of dueling that make him one of the greatest in the galaxy. The Master Duelist wins tournaments and bests opponents as a part of everyday life, making even the most challenging matches look routine thanks to his skill. Some Master Duelists open their own schools, where the art of the duel is taught to any student who can afford to join. The son of a noble house might be in the same class as a gutter-fighting commoner, but under the tutelage of master duelist, both are on the road to becoming masters themselves.

The Master Duelist specializes in a weapon that can be used in melee duels. The most common dueling weapon is the vibroblade, though some cultures still prefer knives or mundane swords as their weapon of choice. The lightsaber is by its very nature a dueling weapon, and some of the most talented Jedi Knights can be considered master duelists even without the use of the Force to guide their hands. A Master Duelist’s weapon is almost an extension of his arm, and he treats his weapon as his most prized possession, rarely far from his side and never used by anyone else.

To qualify to become a Master Duelist, a character must fulfill the following criteria.
Base Attack Bonus: +6
Skills: Balance 6 ranks, Jump 4 ranks
Feats: Dodge, Weapon Finesse, and Weapon Focus in a melee weapon appropriate for dueling (such as a longsword, vibroblade, lightsaber, Adumari blastsword, or similar weapon)

Game Rule Information
Master Duelists gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Master Duelist’s Class skills, and the key abilities for each skill, are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Craft* (Int), Entertain (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Profession* (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Tumble (Dex)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier.

Class Features
The following are features of the Master Duelist prestige class.

Starting Feats
The Master Duelist gains the following feats.
Weapon Group Proficiency (Simple Weapons)
Weapon Group Proficiency (Vibro Weapons)

Canny Defense
When not wearing armor, the Master Duelist adds his Intelligence bonus (in addition to his Dexterity bonus) to his Defense against melee attacks. If the Master Duelist is caught flat-footed or otherwise denied his Dexterity bonus, he loses the Intelligence bonus as well.

At 2nd level, the Master Duelist learns to apply a certain amount of flair and style to his dueling techniques in an effort to please spectators and intimidate his opponent. As a move action, the Master Duelist may make an Entertain check (DC 15). If successful, he gains a +1 morale bonus on attack rolls and damage for the duration of the duel. This only applies during duels, and there must be at least six noncombatant spectators present to provide the morale bonus.

Bonus Feat
At 3rd level and 6th level, the Master Duelist gains a bonus feat to reflect the combat skills that he has learned as a result of years of dueling. The Master Duelist may select a bonus feat from the following list, provided he meets the prerequisites.
Agile Riposte,Ambidexterity, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Feint, Lightning Reflexes, Mobility, Off-Hand Parry, Weapon Specialization, Whirlwind Attack

True Strike
At 4th level the Master Duelist gains the ability to strike precisely with a one-handed dueling weapon, dealing an additional 1d6 points of damage. He may use this ability a number of times per day equal to half his class level (2/day at 4th level, 3/day at 6th level, and so on). When making a true strike, the Master Duelist cannot attack with a weapon in his other hand, although he can defend with it. A Master Duelist’s true strike only works against living beings with discernible anatomies. Every three Master Duelist levels gained thereafter, he increases the extra damage by +1d6 (+2d6 at 7th level and +3d6 at 10th level).

Elaborate Parry
At 5th level, if the Master Duelist chooses to fight defensively or use the total defense option while engaged in melee combat, he gains an additional +2 dodge bonus to his Defense.

Acrobatic Attack
At 8th level, if the Master Duelist attacks by jumping at least 2 meters toward an opponent, jumping down at least 2 meters onto an opponent, or swinging on a cable or a similar object into his opponent, he gains a +2 to attack and damage rolls. He must first make a Jump check. If the result is over 2 meters, the Master Duelist gains the bonus and may, as a free action, reduce the distance of his jump to avoid jumping past his target.

Delayed Strike
At 9th level, the Master Duelist is able to wait until the moment is right before striking a deadly blow. When the Master Duelist delays his attack with a melee weapon until after he is attacked in the round, he takes advantage of the opening and can add a +2 bonus on his attack and damage rolls against the opponent who attacked him.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +0 +2 +1 Canny Defense +2 +0
2 +1 +0 +3 +2 Showmanship +3 +1
3 +2 +1 +3 +2 Bonus Feat +3 +1
4 +3 +1 +4 +2 True Strike +1d6 +4 +2
5 +3 +1 +4 +3 Elaborate Parry +4 +2
6 +4 +2 +5 +3 Bonus Feat +5 +3
7 +5 +2 +5 +4 True Strike +2d6 +5 +3
8 +6 +2 +6 +4 Acrobatic Attack +6 +4
9 +6 +3 +6 +4 Delayed Strike +6 +4
10 +7 +3 +7 +5 True Strike +3d6 +7 +5
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