Primary Class: Paladin.
Secondary Class: Rogue.
Alignment: Any good.
Hit Dice: d10.
Bonus Skills and Ranks: The divine duelist may select six rogue skills to add to her class skills in addition to the normal paladin class skills. The divine duelist gains a number of ranks at each level equal to 4 + her Int modifier.
Weapon and Armor Proficiency: Divine duelists are proficient with all simple and martial weapons, and with light armor, but not with shields.
Code of Conduct: A divine duelist follows a strict code of honorable single combat. This code prevents her from gaining the benefits of flanking, though she can provide the flanking benefit to an ally. In addition, she must adhere to the guidelines presented in the paladin’s code of conduct, but apply them to her chosen alignment as appropriate.
Duelist's Reactions (Ex): At 1st level, the divine duelist gains Weapon Finesse as a bonus feat.
Righteous Strike (Ex): Starting at 2nd level, whenever the target of the divine duelist’s smite evil is denied its Dex bonus to AC or is flat-footed, she can strike the target in a vulnerable spot for extra damage instead of her smite damage. She can use this ability a number of times per day equal to 1/2 her divine duelist level + her Charisma modifier. This extra damage is 1d6 at 2nd level, and increases by 1d6 every four divine duelist levels thereafter, to a maximum of 5d6 at 18th level. This ability replaces lay on hands.
Rite: At 3rd level, and every three levels thereafter, a divine duelist can select one rite. Anytime the target of the divine duelist’s smite evil is denied its Dex bonus to AC, she may add any one rite that she knows to her smite attack as an immediate action. These effects are in addition to the divine duelist’s normal smite damage. This ability replaces mercy.
The divine duelist may choose from the following rites:
Bleeding Attack: The divine duelist can cause the target to bleed. This attack causes the target to take a number of additional points of damage each round equal to the divine duelist’s Charisma modifier (for example, a Charisma modifier of +4 equal 4 points of bleed). The bleeding target takes that amount of damage every round at the start of each of its turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
Defensive Attack: The divine duelist gains a +2 bonus to her Armor Class and saving throws against the target’s attacks. This bonus increases to +4 at 12th level, and +6 at 18th level. She is also treated as having the Mobility feat when provoking attacks of opportunity from the target. These benefits remain in effect until the end of her next turn. The divine duelist must be at least 6th level to select this rite.
Disarming Attack: The divine duelist may attempt to disarm the target of her smite evil without provoking an attack of opportunity. If she is trained in Sleight of Hand, she may use that check in place of her CMB. The divine duelist gains a +4 bonus on her disarm check when attempting this maneuver.
Disorienting Attack: The divine duelist may attempt to tumble through the target’s space by making an Acrobatics check. If successful, she gains a +2 circumstance bonus on attack rolls against the target until the start of her next turn. If she chooses to make a trip attempt against the target instead, she gains a +4 circumstance bonus on her combat maneuver check. This bonus on trip also lasts until the start of her next turn. The divine duelist must be at least 6th level to select this rite.
Dispelling Attack: The divine duelist can affect the target as if she had cast dispel magic, using the targeted dispel option. Use her divine duelist level as the caster level of the dispel magic effect. At 16th level, the dispelling attack functions as if she had cast greater dispel magic. The divine duelist must be at least 12th level to select this rite.
Knock-Out Attack: The divine duelist can forgo her smite damage to attempt to knock out her target. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it deals normal damage instead of smite damage and the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the divine duelist’s level + the divine duelist’s Intelligence modifier. The divine duelist must be at least 12th level to select this rite.
Martial Attack: The divine duelist treats her attack and damage rolls against the target as if she had the Critical Focus feat. The divine duelist must be at least 9th level to select this rite.
Positioning Attack: The divine duelist can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the target of her smite evil.
Pushing Attack: The divine duelist can make a CMB roll against her target’s CMD in an attempt to push it back 5 feet. She gains a +4 to her CMB when attempting this maneuver, and does not provoke an attack of opportunity.
Slowing Attack: The divine duelist slows the target of her smite evil with a precise blow. The target’s speed is reduced by 10 feet and cannot make attacks of opportunity for a number of rounds equal to 1/2 the divine duelist's Charisma modifier, rounded down. The divine duelist must be at least 6th level to select this rite.
Tactical Attack: The divine duelist gains a bonus to her CMD equal to her Charisma modifier when defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers directed at her by the target. This bonus remains until the end of her next turn.
Table: Divine Duelist
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +2 | +0 | Aura of good, detect evil, duelist reactions, smite evil 1/day |
2nd | +2 | +3 | +3 | +0 | Divine grace, righteous strike +1d6 |
3rd | +3 | +3 | +3 | +1 | Aura of courage, divine health, rite |
4th | +4 | +4 | +4 | +1 | Beguiling strike, evasion, smite evil 2/day |
5th | +5 | +4 | +4 | +1 | Divine bond |
6th | +6/+1 | +5 | +5 | +2 | Rite, righteous strike +2d6 |
7th | +7/+2 | +5 | +5 | +2 | Smite evil 3/day, uncanny dodge |
8th | +8/+3 | +6 | +6 | +2 | Aura of resolve |
9th | +9/+4 | +6 | +6 | +3 | Rite |
10th | +10/+5 | +7 | +7 | +3 | Smite evil 4/day, righteous strike +3d6 |
11th | +11/+6/+1 | +7 | +7 | +3 | Aura of acuity |
12th | +12/+7/+2 | +8 | +8 | +4 | Rite |
13th | +13/+8/+3 | +8 | +8 | +4 | Improved uncanny dodge, smite evil 5/day |
14th | +14/+9/+4 | +9 | +9 | +4 | Aura of reprisal, righteous strike +4d6 |
15th | +15/+10/+5 | +9 | +9 | +5 | Rite |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Smite evil 6/day |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Aura of righteousness |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Rite, righteous strike +5d6 |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Smite evil 7/day |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Grand champion |
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