Duelist

Duelist is a class a PC of any race can have. It is available since version 1.2.0p8.

= Manual entry = A duelist emphasizes physical and mental acuity, and precision in all things. Thus, the ability to accurately pe«rceive their surroundings, and gracefully move through it, along with an appreciation for the fine arts that help separate them from their more thuggish contemporaries. They rely on the swiftness of their strikes and their agility to keep them safe from harm. Duelists differ between races however - while a high elven duelist might elegantly skewer his opponents with a rapier while darting through his defenses, a trollish duelist's idea of precision might be the simple fact that their size, reach, and strength allows them to lunge at their opponent from an amazing range and smash them over the head before they can respond, while their mental acuity might be the simple zen of knowing nothing but the clubbing, letting nothing interfere with their "art".

= Skills = Duelists are trained in the following skills: Alertness, Athletics, Concentration, Dodge, Find Weakness, Healing, Law.

= Starting weapon = All duelists start the game wieling a one-handed weapon.

= Attributes = Dexterity is high.

= Level bonuses = All duelists rely on fighting unencumbered and using a single one-handed weapon (and no shields!). When endowed in this way they receive a multitude of benefits: all duelists receive an extra +1 to-hit bonus per weapon skill rank and +1 to damage per two weapon skill ranks with their weapon. At level 6 they require 15 energy points less for melee attacks per weapon skill rank for their weapon. At level 12 they receive an extra +2 DV bonus for each weapon skill rank in their selected weapon. At level 18 they can glove slap opponents by giving gauntlets to them (for 2d3 + (level / 10) turns). At level 25 their armor penetration probability is increased by +20%. At level 32 their dexterity increases by +12. At level 40 they can a +6 weapon skill rank bonus for all one-handed melee weapon skills. At level 50 they receive a +20 speed bonus.

= Heir gift = Masterwork (race weapon) of defense. Trolls start with trollish war clubs, ratlings with rapiers, mist elves with sabres, etc.

= Gameplay effects =
 * One-handed weapons require 20% fewer marks to advance a level (12 marks for level 2). Shields, two-handed weapons and unarmed fighting require 40% more (36 marks for level 2). Missile weapons take even more time (75 marks for level 2).
 * Duelists seem to often punch through the armor of most humandoids and animals (with a message You find a weak spot in the defences of ...), provided that they do not have equipped shield.
 * There is no penalty for fighting left-handed (i.e. with weapon equipped in the Left hand slot).
 * The class powers stop working when duelists equip armor heavier than 250s.
 * Slapping a non-hostile monster is not a chaotic act and makes the monster hostile (when recovers from stun).
 * Giving the gauntlets and throwing the gauntlets has the same effect.

= Crowning gifts =
 * Ironfist
 * Executor
 * Fencing Gloves of St. Montojja
 * Kinslayer
 * Bugbiter
 * Rapier of the Needle