Duelist
You adopt a vexatious fighting style to level the battlefield and even the odds. You invite foes to duel you and then, once committed, expose their vulnerabilities. You start your contests with a mocking challenge that is hard to ignore. This is the bait in your trap. If the foe bites, it finds itself ill-prepared. You dance around your enemy, dodge its attacks, and land strikes to sap its strength and leave it open for the killing blow.
Level 7 Duelist
Attributes: Increase three attributes by 1 each.
Health: +18, Bonus Damage: +1d6
Duelist’s Challenge: You can use this talent at the start of your turn. Target one enemy you can see. If the target can hear you, it makes a Will roll with 1 bane. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target becomes challenged by you until you use this talent again, you become stunned or unconscious, or the target becomes unconscious. The effects of being challenged are as follows:
- You roll to attack the target with 1 boon.
- You impose 1 bane on rolls the target makes to attack targets other than you.
- Enemies other than the target make rolls to attack you with 1 bane while the target is within your reach.
- If the target would move more than 5 yards away from you, it stops moving at 5 yards and its Speed becomes 0 until the start of its next turn.
Level 8 Duelist
Health: +18, Bonus Damage: +1d6
Imminent Victory: Each time you damage the target of your Duelist’s Challenge, you increase the number of boons on your rolls to attack it by 1. The effect is cumulative.
Level 10 Duelist
Health: +18, Bonus Damage: +1d6
Demoralizing Defeat: Whenever you cause the target of your Duelist’s Challenge to become incapacitated, each other enemy within 5 yards makes a Will roll. On a failure, the enemy becomes frightened of you until the end of your next turn.
Unerring Strike: Whenever the result of your roll to attack the target of your Duelist’s Challenge is 5 or less, you add 10 to the result of your roll.