Divine Duelist (Paladin/Rogue)

The divine duelist is charged by her church with the task of seeking out evil and defeating it through the noble tenets of single combat. Trained in battle techniques that rely more on agility and finesse than brawn, the divine duelist unites the divine power granted her by her deity with the quick blade and decisive attacks of her dueling heritage. Although paladins are viewed as the true champions of righteousness, divine duelist have gained grudging respect in their own right, not only for their often unmatched expertise in combat, but also as defenders of poor and downtrodden, and deadly avengers of misdeeds committed against the innocent by villainous malefactors. To the divine duelist, challenging and defeating an evil opponent in one–on–one allows her to serve as both judge and jury in the eyes of her god. (Original Concept by Elghinn Lightbringer)

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 + Int modifier.

Table: Divine Duelists

Weapon and Armor Proficiency

The divine duelist is proficient with all simple and martial weapons, 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 equals 4 points of bleed damage). The target takes that amount of bleeding damage every round at the start of each of its turns. The bleeding can be stopped with a successful 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 of her smite evil as if she had cast dispel magic. The divine duelist must use the targeted dispel option, and uses her divine duelist level as her caster level. 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 of her smite evil 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 the CMD of the target of her smite evil 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 of her smite evil. This bonus remains until the end of her next turn.

Beguiling Strike (Ex)

At 4th level, the divine duelist can distract an evil opponent with a flourish of movements. As a move action, the divine duelist can make a feint maneuver against the target of her smite evil that does not provoke an attack of opportunity.

At 8th level, whenever the divine duelist makes a feint maneuver against the target of her smite evil, the target is denied its Dexterity bonus until the end of the divine duelist's turn.

At 12th level, the divine duelist may sacrifice her first attack (at the highest base attack bonus) to make a feint attempt as part of a full attack action.

At 16th level, whenever the divine duelist makes an Acrobatics check to move at least 10 feet, she provokes no attack of opportunity. Also, as part of that move action, she can make a feint maneuver against the target of her smite evil. In addition, whenever the divine duelist uses the Bluff skill, she gains a bonus on her check equal to her divine duelist level when using it with this ability. This ability replaces channel positive energy.

Evasion (Ex)

This is exactly like the rogue ability of the same name. This ability, uncanny dodge, and improved uncanny dodge replace the paladin’s spellcasting ability.

Divine Bond (Su)

This is exactly like the paladin ability of the same name, except that the divine duelist must select the weapon bond.

Uncanny Dodge (Ex)

This is exactly like the rogue ability of the same name. This ability, evasion, and improved uncanny dodge replace the paladin’s spellcasting ability.

Aura of Acuity (Su)

At 11th level, the divine duelist is blessed with divine awareness that allows her to more effectively protect her vital areas during combat. Whenever a critical hit, sneak attack, or other form of precision attack is scored on the divine duelist, there is a 25% chance that the attack’s precision damage is negated and damage is instead rolled normally. This chance of negating such attacks increases to 50% at 15th level, and 75% at 19th level. This ability functions only while the divine duelist is conscious and able to move, not if she is unconscious, paralyzed, or dead. This ability replaces aura of justice.

Improved Uncanny Dodge (Ex)

This is exactly like the rogue ability of the same name. This ability, evasion, and uncanny dodge replace the paladin’s spellcasting ability.

Aura of Reprisal (Su)

At 14th level, whenever an opponent that is adjacent to the divine duelist takes a withdraw action it provokes an attack of opportunity from the divine duelist. This ability replaces aura of faith.

Grand Champion

At 20th level, whenever the a divine duelist makes a smite evil or righteous strike that drops the target of her smite evil to 0 or fewer hit points, she can make a single melee attack at her highest base attack bonus against a number of other opponents within reach equal to her Charisma modifier. As an immediate action, she can choose a new target for her smite evil without being required to expend another use of smite evil. In addition, the deflection bonus to her AC against attacks made by the target of her smite is applied to any attacks made by another opponent that she has successfully hit with this ability, until the end of her next turn. This ability replaces holy champion.