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Master Duelist (Human Fighter 10/Duelist 10)


Master Duelist
CR 19

XP 204,800
Human Fighter 10/Duelist 10
N Medium humanoid (human)
Init +14; Senses Perception +20

DEFENSE

AC 28, touch 22, flat-footed 20 (+3 armor, +3 deflection, +7 Dex, +1 dodge, +1 insight, +3 natural)
hp 224 (10d10+10d10+110)
Fort +17, Ref +19, Will +11; +3 vs. fear
Defensive Abilities bravery +3, canny defense +1, elaborate defense +3, enhanced mobility, grace +2, parry

OFFENSE

Speed 30 ft.
Melee +1 human-bane shock rapier +29/+24/+19/+14 (1d6+9/15–20 plus 1d6 electricity)
Ranged mwk dagger +29/+24/+19/+14 (1d4+6/19–20)
Special Attacks acrobatic charge, crippling critical, no retreat, precise strike +10, riposte, weapon training (light blades +2, crossbows +1)

TACTICS

During Combat Constantly moving in order to take advantage of his Wind Stance, the duelist strikes other sword wielders first, attempting to suss out who among them is the most talented and then focusing his attentions on that one.

STATISTICS

Str 18, Dex 22, Con 18, Int 13, Wis 10, Cha 8
Base Atk +20; CMB +24; CMD 45
Feats Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Deflect Arrows, Dodge, Improved Critical (rapier), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Finesse, Weapon Specialization (rapier), Wind Stance
Skills Acrobatics +16, Bluff +4, Climb +17, Diplomacy +4, Heal +5, Intimidate +12, Knowledge (history, local, nobility) +6, Perception +20, Perform (dance) +4, Ride +14, Stealth +16
SQ armor training 2, improved reaction +4
Combat Gear potion of cure serious wounds; Other Gear +1 human-bane shock rapier, masterwork dagger, amulet of natural armor +3, belt of physical perfection +4, boots of speed, bracers of armor +3, cloak of resistance +3, dusty rose prism ioun stone, hat of disguise, ring of protection +3, 2,526 gp