
Duelist
Master of the Art

Description
The Duelist specializes in one-on-one battles, either on his
own behalf or as the "second" of a nobleman. This singular
focus grants him a powerful advantage when in a formal combat
setting.
Duelists must have a Dex of 12 and an Int of 13.

Role
The Duelist can serve in several roles. He may travel from
town to town, taking on challengers in "first blood" matches.
Alternately, he can seek permanent employ as the defender of a
particular noble person or family's honor.
Many nations have laws allowing the use of honor duels to
settle a dispute, especially if one of the participants can
claim an insult. In such nations, it is often forgiven if one
of the participants dies, so long as the victor followed the
rules of the land.
The Duelist often travels in the same circles as the
Swashbuckler, and shares much in common with that kit, but
frequently lacks the devil-may-care attitude of his more
lighthearted peer.

Weapon Proficiencies
The Duelist must spend his initial Weapon Proficiency slots as
follows: 2 on the Fencing Blades "tight group" or 3 on the
Blades "broad group", and any remaining slots on specializing in
any weapons in that group. Future slots must be spent on
specializing with any weapon the Duelist is merely proficient
with. If the "broad group" option was chosen, the Duelist must
achieve specialization with all the Fencing Blade "tight group"
weapons before moving on to other blades.
This pattern continues throughout the Duelist's career: Never
satisfied to be merely proficient, the Duelist must master all
such weapons before learning the use of any more. If a
particular weapon is not availible for cultural reasons (such as
a katana in a western campaign), the Duelist can ignore this
requirement. However, if he later comes across the weapon in
the course of travelling, he is bound to specialize in it before
acquiring new weapon proficiencies.
However, the Duelist may also choose to spend Non-Weapon
Proficiency slots on Weapon Profiencies and Specializations. He
may also purchase Style Specializations, solong as all of his
current Weapon Proficiencies are also Specializations.
One final note: Different cultures may have Duelists who use
a different starting group for their proficiencies. For
instance, a Dwarven society which had Duelists might very well
start them out with a choice between the Axes tight group and
the Cleaving/Crushing Weapons broad group.

Non-Weapon Proficiencies
Bonus: Heraldry _or_ Etiquette (player's choice)
Recommended:

Equipment
The Duelist is a perfectionist when it comes to his weapons'
condition. Therefore, he must spend a total of 10% of his total
weapon cost each month on sharpening stones, blade oil and the
like. Magic weapons should be assessed at the same cost as a
normal weapon of the type.
If forced to use a weapon which has not been so maintained,
the Duelist gains none of the benefits he would otherwise gain
when using that weapon.

Benefits
In addition to being able to spend NWP slots on weapon
profiencies, the Duelist is a master of the subtle maneuver and
the called shot.
Use the following penalties for such techniques, instead of
the ones listed in the CFH:
Technique__________Initiative___________To Hit
Called Shot +1 -3
Expert Disarm +1 -6
Pin N -2
Parry Gain +4 to AC, rather than +2
Furthermore, the Duelist can perform a Feint maneuver. If
successful, this technique fouls an opponent's attack, and may
even throw an opponent wide open.
To perform a Feint, the Duelist must spend a single attack
slot on the maneuver, rolling to hit her target using only AC 10
+ Dex Bonus. If she scores a 'hit' then her opponent's next
attack slot is wasted. Furthermore, if the opponent also fails
an Int check, then he loses all Dex and and shield bonuses until
the next round.
Blockade: A Duelist may prevent passage down a hall or
similar passageway. So long as his weapon can reach both sides
of the hall, anyone attempting to bypass the Duelist must face
an additional attack, without any shield or Dex bonuses to their
AC.
There is also a social advantage for the Duelist. If he is
"on staff" as the second of a nobleman, he may have a number of
advantes from the increased contacts. Alternately, travelling
Duelists are usually well-known for their skill, and may be able
to use their reputations to their advantage--Many inn owners
will give them a cut rate, either to enhance their own prestige
or to placate an infamous Duelist.

Drawbacks
First and foremost, the Duelist is a target. Duelists in the
employ of a noble will have to spend considerable time and
effort dealing with those whom their liege has offended. The
travelling Duelist (a description which fits most players) must
contend with constant public challenges from those seeking to
test their skill.
Duelists who travel to lands less permissive of their
profession may find that their reputation has preceded them, and
that, as a result, they are subject to more scrutiny than they
would otherwise desire.
Secondly, the combat abilities of the Duelist are highly
specialized, and do not apply to every situation. They are
meant for one-on-one duels and a Duelist who faces a number of
opponents can be overwhelmed.
In game terms, the abilities outlined above should only apply
if the Duelist faces no more than one opponent at first level,
with an additional one at every thrid level thereafter.
Furthermore, the opponents must be humanoids. Non-humanoid
opponents are too difficult to adapt to.

Wealth
Starting wealth is normal.

Race
Any race that is sufficiently advanced can produce Duelists,
but see the special notes at the end of the Weapon Proficiencies
section to see how non-humans might differ.
