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Class record

Duelist

Striker / Defender

Tier
3
Difficulty
3 / 5
Main role
Striker
Secondary role
Defender

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Fencer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Athletics, Deception, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness, Cunning or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The Duelist is a highly skilled fighter who excels in one-on-one combat. They are agile and quick on their feet, using their speed and finesse to outmaneuver their opponents and deliver precise, deadly strikes.

Tactical guidance

Playing Duelist

The duelist, like the fencer it builds on, is a 1v1 expert and off-tank on the battlefield. With deflect missiles, they gain some defense against ranged attacks.

Riposte II is a more defensive version of the original riposte. Where the fencer traded the RP they saved from the Parry ability into damage, with Riposte II the duelist can dish out heavy attacks while sitting on all their RP still. It does cost mana, so it's nothing something that should be used after every Parry.

Duelist Blow is a powerful tool in 1v1s, but since the benefit disappears when forced to use RP against other targets it may be hard to use in fights against multiple enemies unless you can find isolated those 1v1s.

Forward Momentum is a simple and cheap ability that helps with that. It's best used with light attacks if the target still has RP remaining. A few attacks and the duelist can fight the target without interruptions.

The Climax Art: Endless Waltz has the potential for a ton of attacks. It's especially strong against enemies out of RP, against who it may repeat until they are dead. Against grunts, it can still be powerful although less consistent. The first attack would remove their RP, while the second would deal damage. Of course, bad rolls can happen and the ability may end early.

Duelist

Class features

Abilities unlocked

Complete rules for every ability granted by Duelist.

Class feature

Benefit 1

You may use your Parry ability against every kind of attack, as well as against Save effects that you could Block.

0 AP
Range
Self
Keywords
Quick

Until the start of your next turn, on damage of every melee attack you make, you may push the target back 5ft. You must then move 5ft towards that target (if possible to do safely) without provoking attacks of opportunity. This only works with attacks that target a single enemy.

Requirements

-

Ability

Riposte II

0 RP2 MP
Range
Melee Weapon Range
Keywords
Counter

You may make a Heavy Attack against the target that you used your Parry ability against.

Requirements

May only be used after you use the Parry fencer ability and you regained the RP.
2 AP1 MP
Range
Melee Weapon Range

You make a Heavy Attack against the target. Your next Block or Dodge reaction against that target costs 0 RP. This benefit disappears when you use an RP ability against a target other than the target of this ability.

Requirements

-
4 AP1 MP
Range
Melee Weapon Range

You make two Light Attacks against the same target. On damage of this attack, you may repeat this attack for 0 AP.

Killing Blow: You may move up to twice your speed without provoking attacks of opportunity.

Requirements

-