Duelist

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HP: 35

Defense: 12

Thresh-Hold: 7

Passive

En garde, pret, Allez! (On Guard, Ready, Go)

  • The duelist may choose a single enemy to be their focus at the start of combat.
    • All attacks made against the chosen enemy gain +1 to Hit. While all attacks made by the chosen enemy suffer -1 to Hit on the duelist.
    • All attacks made against the duelist by other non-focused enemies gain +1 to Hit as the Duelist is entirely focused on the enemy before them.
    • The duelist’s focus cannot be changed until the focus is defeated or the duelist uses Disengage. Once a focused enemy is down, the duelist may immediately nominate a new focus.
  • If the duelist does not have a focus, they may choose to nominate a focus at the beginning of their turn.

Active Ability

Disengage

  • The duelist may use one action to disengage from their chosen focused enemy on their turn.
  • This does not immediately set a new focused enemy and the duelist must wait until the following turn to select a new target.

Reaction Ability

Parry-Riposte

  • Once per battle, the duelist may intercept an attack made by their focused enemy that was targeting an ally. This attack's damage and bondage effects are cancelled and the duelist gains +2 damage for the first attack made against that opponent on their next turn.

Attacks

Name Type Dice Description

Attaque (Attack)

Melee Attack

2d4

  • A quick flick of the wrist, leaving a small cut on the opponent. If used against the focused foe, the bonus to hit becomes to +2 to Hit.

Balestra (Sudden Leap)

Ranged Attack

2d6

  • A footwork preparation, consisting of a jump forwards. It is most often, but not always, immediately followed by a lunge. It is faster than a step forward, which helps change the rhythm and timing of moves. The duelist must either take a 'Move' action this turn or have ended their previous turn with a 'Move' action to use this attack. Against the focused foe this attack does +1 damage.

Reprise (Renewal)

Melee Attack

2d4

  • This attack must be the second attack the fencer uses on their turn. The fencer renews an initial attack for increased damage against the enemy! If the previous attack missed the target and was not a critical failure, this attack gains +1 to Hit and +1 Damage. This attack cannot land a critical hit.

Prise de Fer (Take the Blade)

Melee Attack

1d8

  • Using an attack to critically wound the opponent, the fencer forces the enemy to continue the bout while afflicted with grievous injury! An opponent hit by this attack takes -2 to effect/damage rolls for 3 rounds. If used against the focused foe, the enemy takes an additional -1 to defense. This attack's effects may not stack on one another if used against the same enemy multiple times.

Fleche (Flying)

Self buff

N/A

  • The Duelist begins to move with incredible speed. For the next two (2) rounds, the duelist is always considered to be moving. No trap rolls, cannot be targeted by melee attacks. Three turn cooldown after the effect ends. If the Duelist is Immobilized, Crippled or Incapacitated, this effect ends immediately.

Cutting Remark

Spell, Buff, Special

N/A

  • This may only be used when the duelist has dispatched an enemy. The duelist makes a flourish, usually coupled with a cutting quip. The duelist gains a further +1 to hit and +1 to Damage against their focused enemy for 4 rounds. This effect immediately ends if the duelist has the Gagged condition.

Salut de Armes (Salute of Arms, Greeting of Blades)

Melee, Special

4d4

  • The duelist focuses all of their attention into a single combination of devastating strikes. This attack can only be used against a focused foe and can only be used once per battle. If this attack misses or fails to vanquish the enemy, the fencer is Immobilized for their next turn and may not take any further actions this turn.

Dance of the Thousand Blades

Melee, Special

1d8, 1d6, 1d4

  • This attack takes both actions and requires the 'Fleche' buff but ends the effect of 'Fleche' on the turn it is used. The Duelist strikes all adversaries with blinding speed! Striking an opponent from any angle, the blade-artist becomes little more than a blur on the battlefield. The duelist may choose to make a single attack against any enemy on the battlefield and may choose the damage the attack will do at a penalty to accuracy. A 1d4 attack has normal accuracy, a 1d6 attack has -1 to Hit and a 1d8 attack has -2 to Hit. Hit penalties on this attack do contribute to critical failure on the attack. All attack rolls are rolled separately. If the duelist critically fails an attack, the Dance stops. This attack has a 3 round cool down after use.