Mageduelist

"Fear to face my blade, no less than my Art, villain!"


Not all spellswords want to wear heavy armor. There are some arcane spellcasters who appreciate the flashing blades and quick wit of the fencingmaster or duelist. The way of blending magical art and well-honed swordsman's skills is not restricted to the elven bladesinger alone. The mageduelist is another path to glory.

A mageduelist combines arcane spellcasting abilities with the nimble art of unarmored fencing. The character who qualifies for this prestige class actually meets the requirements for both the duelist and spellsword prestige classes (with a couple of stylistic modifications). A mageduelist is an expert in civilized combat with both sword and spell, and has learned to use wits and finesse to make his case for justice.

The mageduelist enjoys the flashy and dramatic in his way of fighting. The swashbuckling style of swinging from ropes and chandeliers to engage the enemy is entirely consistent with the mageduelist's approach. Calling out a wizard to fight a public mageduel is another way a mageduelist might resolve a conflict between spellcasters. Even when no one else is present, the mageduelist is always performing to an audience of himself, and so style counts. Good form is not as important as victory, but victory without good form is at best a meaningless lost opportunity and at worst a personal dishonor.

The way of the mageduelist was forged by Master Abercrombie Jones, a Contradinan swordsman and wizard. Though it presently has few adherants, Master Jones teaches other students in between (and during) his travels and adventures. He typically returns to Voyreem to relax and study between journies.


Requirements

The prospective mageduelist must have defeated opponents in single combat with both sword and spells. Only by understanding physical and arcane combat separately can a student truly understand how to blend the strengths and best tactics of each with the other.

  • Base Attack bonus: +6
  • Perform Ranks: 3
  • Knowledge (any) Ranks: 6
  • Spellcraft Ranks: 6
  • Tumble Ranks: 5
  • Feats: Combat Casting, Dodge, Expertise, Mobility, Weapon Proficiency (rapier or saber)
  • Spells: Ability to cast 2nd level arcane spells, including true strike
  • Deed: The student must have defeated at least one foe through force of arms alone, without resorting to spellcasting or spell-like powers. The student must also have defeated a different opponent through spellcasting alone, without resorting to physical combat abilities. Both challenges must have been in single combat, without the help of others. However, the single combats may have been in the setting of a larger melee in which allies fought other opponents.
  • Alignment: Master Jones teaches only good-hearted students, but the class itself has no alignment restrictions.

Class Features

  • Weapon and Armor Proficiency: Mageduelists gain no additional proficiency with weapons, armor, or shields beyond that already learned from previous classes. The mageduelist's preferred weapon is the rapier, saber, or elven fineblade.
  • Spells per Day: For every three levels gained as a mageduelist, the character gains new spells per day as if he had also gained two levels in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained--only the spells known and castable and the effective caster level. If the character had more than one arcane spellcasting class, he must choose which class he adds the new level for purposes of determining spells per day.
  • Canny Defense: When not wearing armor, a mageduelist adds his Intelligence bonus to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If the mageduelist is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
  • Precise Strike: The mageduelist uses a combination of arcane insight and fencing skill to strike vulnerable points for extra damage. This extraordinary ability allows the mageduelist to strike precisely with a one-handed fencing weapon, gaining a bonus 1d6 damage added to his normal damage roll. Every three duelist levels gained thereafter, he increases the extra damage by +1d6. When making a precise strike, the duelist cannot attack with a weapon in his other hand, although he can defend with it. A mageduelist's precise strike only works against creatures normally subject to critical hits, and defenses against critical hits also protect against the bonus damage of the precise strike.
  • Create Mageduel: The character learns how to create and fight an official mageduel. This skill is not restricted to mageduelists, but is noted here as a reference. The rules for mageduels are listed on pages 14-17 of the Magic of Faerun supplement. A character losing a mageduel is subject to the agreed upon results of the contest as if under a geas spell. Refusing to abide by the geas results in temporary loss of all spellcasting ability, as well as the usual effects of refusing to follow a geas, until the character resumes compliance with the geas.
  • Mageduel Quick Draw: The mageduelist learns to react quickly to get the first spell in against his opponent in a mageduel. He gains a +2 competence bonus to his initiative modifer within a properly formed mageduel arena. This bonus does not apply anywhere else but within a formal mageduel.
  • Bonus Feat: At 3rd and 9th levels, the mageduelist gains a bonus feat. This must be either a metamagic feat or one drawn from the bonus feats allowed to a fighter. (The expanded campaign list of fighter bonus feats may be used.)
  • Mageduel Defense: The character has learned how to apply some of his finesse and quickness to the mageduel setting. He gains a +2 competence bonus on all saving throws he makes within a properly formed mageduel arena. This bonus does not apply anywhere else but within a formal mageduel.
  • Spellsword Cache: The mageduelist learns how to store spells of up to 3rd level in his weapon. Effectively, he gains the Brew Potion feat using an alternative medium (see page 80 of the Player's Handbook). All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once cached, the spell remains intangible, resonating within the mageduelist's weapon until it is needed. To call on the desired spell, he holds his weapon forth as a standard action that draws an attack of opportunity (but Concentration can be used to activate the spell defensively). The mageduelist absorbs the cached spell's effect through the weapon's pommel. By touching his weapon to another willing individual, he can confer the spell on that target. The mageduelist can store a number of spells in his weapon equal to his level in this prestige class plus his Intelligence score. Cached spells are never accidentally lost during combat. If the weapon is ever broken, all the spells cached within are immediately ruined.
  • Mageduel Attack: The character has learned how to increase his offensive ability in a mageduel. All spells the mageduelist casts within a properly formed mageduel arena gain a +2 competence bonus on the saving throw DC. This bonus does not apply anywhere else but within a formal mageduel.

Mageduelist (Hit Die: d8)

Level

Attack Bonus

Fort. Save

Ref. Save

Will Save

Special

Spells per Day

1

+0

+0

+2

+2

Canny Defense, Precise Strike +1d6, Create Mageduel

 

2

+1

+0

+3

+3

Mageduel Quick Draw

+1 level of existing class

3

+2

+1

+3

+3

Bonus Feat

+1 level of existing class

4

+3

+1

+4

+4

Precise Strike +2d6

 

5

+3

+1

+4

+4

Mageduel Defense

+1 level of existing class

6

+4

+2

+5

+5

Spellsword Cache

+1 level of existing class

7

+5

+2

+5

+5

Precise Strike +3d6

 

8

+6

+2

+6

+6

Mageduel Attack

+1 level of existing class

9

+6

+3

+6

+6

Bonus Feat

+1 level of existing class

10

+7

+3

+7

+7

Precise Strike +4d6

 

Class Skills

Skill Points gained per level: 4 + Intelligence Modifer

Class skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Jump (Str), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).


Last updated 01-Sep-2002
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