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The Duelist

A fencer class for the Shadowdark RPG.

By Samuel WrightPublished 11 months ago 4 min read
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The Duelist
Photo by K. Mitch Hodge on Unsplash

Inigo Montoya: You are using Bonetti's Defence against me, ah?

Man in Black: I thought it fitting considering the rocky terrain.

Inigo Montoya: Naturally, you must expect me to attack with Capo Ferro?

Man in Black: Naturally, but I find that Thibault cancels out Capo Ferro. Don't you?

Inigo Montoya: Unless the enemy has studied his Agrippa... which I have!

A master of the blade, duelists are lightly armoured warriors who specialise in the art of swordplay, applying scientific techniques to every flick of their swords. Valuing style, speed, and cunning over brawn, they are swift and deadly combatants.

Weapons: Daggers, all swords, staff, cane, crossbow.

Armour: Leather and chainmail.

Hit Points: 1d8 per level

Panache. You gain advantage on CHA checks to persuade, seduce, or impress others.

Fencing Mastery. You are the master of a finesse weapon. You gain +1 to attack and damage with that weapon. In addition, add half your level to these rolls (round down).

Athleticism. Choose Constitution or Dexterity. You have advantage on checks of that type.

2d6 Effect

2 Gain advantage on initiative rolls (reroll if duplicate).

3-6 +1 to mêlée and ranged attacks.

7-9 +2 to Strength, Dexterity, or Constitution stat.

10-11 Fencing Manoeuvre. You learn a specialised fencing technique.

12 Choose a talent or +2 points to distribute to stats.

Fencing Manoeuvres

To perform any of these manoeuvres you cannot wear more than 1 gear slot of armour and must have less than half your gear slots filled. They can only be done with a one-handed weapon that has the Finesse quality, such as a cane or rapier. These are the most common manoeuvres known, but grandmasters of the sword may develop more that their students can have access to learning.

Deceptive Feint. You make a CHA check to distract an opponent. If you succeed, they lose 1 attack.

Capo Ferro Lunge. On a successful DEX check against an opponent’s mêlée to hit roll, you attack first even if the opponent has the initiative. Roll to hit normally. If you drop the opponent, their attack is negated.

Thibault Defence. With a successful DEX check you can block a mêlée attack that would have hit.

Agrippa Riposte. If a mêlée attack misses you by less than your DEX modifier, you spot an opening in your enemy’s defences and get an extra attack against that opponent. You apply no non-magical modifiers to this attack.

Bonetti Stance. On a successful DEX check you position yourself so a single opponent cannot attack you with a mêlée weapon unless they have initiative.

Dervish Defence. Your rapid, swirling parries with a finesse weapon allow you to double your DEX modifier to your AC against mêlée attacks.

Level Lawful Chaotic Neutral

1-2 Swordsman Scoundrel Fencer

3-4 Mercenary Reaver Duelist

5-6 Condottiere Swashbuckler Raconteur

7-8 Musketeer Slayer Fencing Master

9-10 Champion Slaughterer Grandmaster

Fencing Gear

For game purposes, a rapier is any slim, straight thrusting sword, including the modern epee and foil. The main-gauche is a dagger with a heavy guard and is too unwieldy to be thrown like a normal dagger, as is the swordbreaker. They are sometimes combined into one weapon for 6gp. The stats for a cane can be used for an arnis or jo stick.

Weapon Cost Type Range Damage Properties

Cane 5sp M C 1d4 F

Rapier 8gp M C 1d6 F

Main-gauche 3gp M C 1d4 F, see note*

Swordbreaker 4gp M C 1d4 F, see note **

Armour Cost Gear Slots AC Properties

Cloak 5 sp see note*** +1 Occupies one hand, only vs. mêlée attacks

Buckler 5gp 1 +1/+2 Occupies one hand, AC +1 vs. ranged/+2 vs mêlée

*Note: You receive +1 bonus on DEX for fencing manoeuvre checks and +1 AC bonus versus mêlée attacks if paired with another finesse weapon.

**Note: You can catch an opponent’s mêlée weapon if they miss you by less than your DEX modifier. A grabbed weapon cannot be used unless they make an opposed STR or DEX check to free it. You can break a one-handed, non-versatile sword, rendering it useless, with an STR check if you have caught it.

***Note: A cloak you are wearing has negligible weight and is not counted toward your maximum gear slots. An extra cloak is worth 1 gear slot. A cloak wrapped around your hand and forearm can be used defensively like a shield against mêlée attacks.

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About the Creator

Samuel Wright

I am a writer & tarot reader in Oregon. I'm a TTRPG fan, love all types of sci-fi & fantasy books, movies, & games, & read voraciously. I write a variety of content, mostly RPG blogs. Tell me where you found my page.

Art by Google/Unsplash

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  • Samuel Wright (Author)11 months ago

    Formatting tables in Vocal really does suck like the black void of space...

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