Thieving Abilities
Pick Pockets (+10): 65=75%
Open Locks (+15): 57=72%
Find/Removing Traps (+05): 55=60%
Moving Silently (+10): 62=72%
Hide in Shadows(+10): 49=59%
Hear Noise: 25%
Climb Walls: 96%
Read Languages: 40%
Backstab +4 to hit, x3 dmg
Duelist Abilities
*Only surprised on 1 in 6
*+10 morale bonus to associates who know that he is a
duelist when in HTH combat with humanoids of size S or M.
*Parrying the death blow: If hit by a HTH weapon blow
that would take him to 0 HP or lower, he gets a save vs. death
magic. A successful save indicates no damage. On the second
such death blow within the same melee, the save only indicates
half damage from blow. It cannot be attempted a third
time within the same melee. Any healing that takes place
during the melee basically allows this ability to be used as
if it were the first time again.
* Two weapon combat : 1 less pt. off in penalties for off hand
weapon swings in two weapon combat.
*Resistance to Fear: +2 saving throw vs. all fear based
attacks
*Identify magical weapon properties: 65% (10th
level and above. 5% chance per level of identifying magical
properties of weapons usable by duelists. ) One attempt/level
Weapon Skills
*Attacks 2:1
*AC bonus( vs. HTH weapons): +5
*Combat Bonus:
(to hit/dam. vs. HTH weapon): +3
(vs. same weapon) +5
Fighter subclass Bonus(from Houserules): +3 damage (+1 damage/4
levels)
|