Duelist
Class
Level
Base
Attack Bonus
Class
Defense Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +1 +0 +0 +2 +0 Canny Defense
2 +2 +0 +0 +3 +0 Precise Strike +1d6
3 +3 +1 +1 +3 +1 Enhanced Mobility
4 +4 +1 +1 +4 +1 Grace
5 +5 +1 +1 +5 +1 Acrobatic Attack
6 +6 +2 +2 +5 +2 Precise Strike +2d6
7 +7 +2 +2 +6 +2 Eleaborate Parry
8 +8 +2 +2 +7 +2 Improved Reaction
9 +9 +3 +3 +7 +3 Deflect Arrows
10 +10 +3 +3 +8 +3 Precise Strike +3d6

The duelist is a warrior specially trained to become one with his sword. They are deadly, fast, and trained to fight without encumberance. This discipline seems quite harsh to those dependent upon their armor's protective bonuses, but to a duelist, his faith in his abilities and the sheer proficiency and speed he posseses, more than make up for it in his mind. Most duelists are fighters, barbarians, or bards. Rangers are not uncommon, due to their ambidexterous flavor. Paladins are rare, due to their reliance on heavy armor. Rogues, wizard, sorcerers, and some druids choose this class for the gained melee bonuses. Monks are almost never duelists, as their unarmed strikes and abilities are usually more advantageous than anything gained by becoming a duelist. Clerics are the most rare of all, and only those with martial weapon proficiency may become a duelist. As NPC's, duelists usually comprise special attack squads of armies or garrisons.

     Hit Die: d10

Requirements
Before a character can qualify for the Duelist prestige class, he/she must satisfy all of the following requirements:
     Base attack bonus: +6
     Balance: 4 ranks
     Tumble: 5 ranks
     Feat(s): Dodge, Mobility, Light-footed or Spring Attack, Expertise, Weapon Focus (Dueling melee weapon)

Class Skills
The Duelist's class skills are:
Balance, Bluff, Climb, Escape artist, Innuendo, Jump, Listen, Spot, Tumble.

     Skill Points at Each Level: 4 + Int Modifier.

Class Features
Below are the class features of the Duelist prestige class. All of the attack options work only for the dueling weapon that the duelist has weapon focus in.

     Weapon and Armor Proficiency: The Duelist is proficient with all simple and martial weapons, but no type of armor or shield. A duelist is most often seen with a duelling weapon, which most of their skills work with. This duelling weapon can be any weapon that can benefit from the weapon finesse feat except for unarmed combat.

     Canny Defense: When not wearing armor, duelists add their intelligence bonus to their dexterity bonus to modify AC while wielding their dueling weapon. As with normal dexterity AC modifications, positive modifiers are lost when the duelist is caught flat-footed.

     Precise Strike: At 2nd level, the duelist gains the extraordinary ability to strike precisely with their dueling weapon, gaining a bonus +1d6 points of damage added to his normal damage roll. When making a precise strike, the duelist cannot attack with a weapon in his other hand, although he can defend with it. Every four duelist levels gained thereafter, he increases this damage by +1d6. Precise strike follows the rules for racial weaknesses and works like sneak attack as regards to what creatures can be affected by it. If the duelist also has the rogues sneak attack ability, the precise strike damage stacks with the sneak attack damage.

     Enhanced Mobility: When not wearing armor, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity caused when he moves out of or within a threatened area. This ability stacks with the mobility feat.

     Grace: At 4th level, the duelist gains an additional +2 competence bonus to all reflex saving throws. This ability functions for the duelist only when wearing no armor.

     Acrobatic Attack: At 5th level, if the duelist attacks by jumping at least 5 feet toward his opponent, jumping down at least 5 feet onto his opponent, or swinging on a rope or similar object into his opponent, he gains a +2 to attack and damage rolls. Make a Jump check; if the result is less than 5 feet, you cannot use this ability on this attack. If the distance is greater that that between the duelist and the opponent, the duelist can limit the distance to that of the opponent as a free action. This is an extraordinary ability.

     Elaborate Parry: At 7th level, the duelist expertise increases. If the duelist chooses to fight defensively using expertise, he may take upto a +1 additional deflection bonus to his AC for each class level of duelist he has attained (with the same penalty to his attack rolls). This is an extraordinary ability.

     Improved Reaction: At 8th level, the duelist gains a +2 competence bonus to initiative rolls. This ability stacks with improved inititative.

     Deflect Arrows: The duelist gains the deflect arrows feat only when he uses his one-handed dueling melee weapon.