Master DuelistMaster Duelist CR 19Source NPC Codex pg. 219 XP 204,800 Human fighter 10/duelist 10 N Medium humanoid (human) Init +14; Senses Perception +20DefenseAC 28, touch 22, flat-footed 20 (+3 armor, +3 deflection, +7 Dex, +1 dodge, +1 insight, +3 natural) hp 224 (10d10+10d10+110) Fort +17, Ref +19, Will +11; +3 vs. fear Defensive Abilities bravery +3, canny defense +1, elaborate defense +3, enhanced mobility, grace +2, parryOffenseSpeed 30 ft. Melee +1 human-bane shock rapier +29/+24/+19/+14 (1d6+9/15–20 plus 1d6 electricity) Ranged mwk dagger +29/+24/+19/+14 (1d4+6/19–20) Special Attacks acrobatic charge, crippling critical, no retreat, precise strike +10, riposte, weapon training (light blades +2, crossbows +1)TacticsDuring Combat Constantly moving in order to take advantage of his Wind Stance, the duelist strikes other sword wielders first, attempting to suss out who among them is the most talented and then focusing his attentions on that one.StatisticsStr 18, Dex 22, Con 18, Int 13, Wis 10, Cha 8 Base Atk +20; CMB +24; CMD 45 Feats Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Deflect Arrows, Dodge, Improved Critical (rapier), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Finesse, Weapon Specialization (rapier), Wind Stance Skills Acrobatics +16, Bluff +4, Climb +17, Diplomacy +4, Heal +5, Intimidate +12, Knowledge (history, local, nobility) +6, Perception +20, Perform (dance) +4, Ride +14, Stealth +16 SQ armor training 2, improved reaction +4 Combat Gear potion of cure serious wounds; Other Gear +1 human-bane shock rapier, masterwork dagger, amulet of natural armor +3, belt of physical perfection +4, boots of speed, bracers of armor +3, cloak of resistance +3, dusty rose prism ioun stone, hat of disguise, ring of protection +3, 2,526 gp
Paragons of swordplay, these master duelists constantly search for foes to defeat in order to enhance their already formidable reputations.DancerNo one knows Dancer’s real name, and he has no intention of giving it. Some surmise from his foppish manners and arrogant attitude that he is the scion of some far-flung regent, but that guess is far from the mark.
Born in the slums, Dancer conned his way into aristocratic circles and learned swordplay from true masters of the art. He became a favored proxy for aristocrats not wanting to risk their lives when challenged to a duel, and killed innumerable nobles and their champions before growing full of himself and challenging one of the highest-ranking nobles personally. Rather than face him in the dueling circle, the noble sent a full legion of soldiers to kill the upstart, and Dancer barely escaped with his life.
Now, having discarded his given name, Dancer actively seeks out warriors with reputations for deft swordplay and finagles his way into challenging them. His sole purpose is to push himself to greater heights of prestige and skill.
Combat Encounters: Dancer always fights alone, trying to best powerful foes and groups to increase his reputation.
Roleplaying Suggestions: In social situations, Dancer plays the part of the flippant dandy, luring opponents into a false sense of security.
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