Duelists
Init: +6. Senses: low-light vision; Perception +14. Ac: 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural).
Hp: 70 (7d10+2d10+16).
Fortitude: +8. Reflex: +10. Will: +4; +2 vs. enchantments, +2 vs. fear. Defensive Abilities: bravery +2, canny defense +1, parry. Immune: sleep.
Speed: 30 ft.. Melee: +1 shortspear +14/+9 (1d6+6) or mwk short sword +14/+9 (1d6+2/19–20). Ranged: mwk shortspear +16 (1d6+5). Special Attacks: precise strike +2, weapon training (spears +1). Strength: 14. Dexterity: 18. Constitution: 13. Intelligence: 13. Wisdom: 10. Charisma: 8.
Base Attack: +9. Cmb: +11. Cmd: 27.
Feats: Combat Expertise, Dodge, Lightning Reflexes, Mobility, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Finesse, Weapon Focus (shortspear), Weapon Specialization (shortspear).
Skills: Acrobatics +6, Climb +6, Heal +1, Intimidate +6, Knowledge (geography, history, nature) +2, Perception +14, Perform (dance) +1, Ride +8, Stealth +10, Survival +4, Swim +6. Special Qualities: armor training 2, elf blood, improved reaction +2. Combat Gear: potion of cure serious wounds. Other Gear: +1 leather armor, +1 shortspear, masterwork short sword, masterwork shortspear, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 236 gp.
Tactics
During Combat The duelist uses Mobility to press her advantage against spellcasters. In the thick of the fray, she uses parry and Combat Expertise to augment her defenses.
These brave warriors gain prestige within their tribes and clans by challenging and defeating enemy spellcasters.
Yallathoon
The daughter of a warrior who was branded as a coward and a traitor by his tribe, Yallathoon had to work hard to prove her worth to her people. The shame of her father's misdeeds spurred her on, and she quickly moved up the ranks of the warrior caste. But it wasn't until she defeated a powerful wizard who tried to subjugate her tribe that Yallathoon's calling manifested. Branded with the title "Mageslayer," Yallathoon is hailed as the savior of her tribe, and the sins of her father have been long forgotten.
Though she despises arcane spellcasters and is leery of any divine casters who aren't obviously servants of her tribe's favored deities, Yallathoon isn't blinded by her role or her pride. If offered the chance to ally with a caster against a greater foe, she takes it—though nominally only to show up the caster with her martial prowess.
Combat Encounters
Yallathoon typically runs into the fray with other members of her tribe, but quickly breaks off from the pack to confront enemy spellcasters—in single combat, if at all possible.
Roleplaying Suggestions
Yallathoon is focused and proud, and is used to being treated with respect. She quickly dismisses those who do not treat her thus, but happily shares stories of her exploits with those who do. Warriors who disdain obvious magic items earn her approval, while anyone who notes the magic on her spear receives a flinty glare.
Init: +7. Senses: Perception +19. Ac: 26, touch 19, flat-footed 19 (+6 armor, +1 deflection, +6 Dex, +1 dodge, +1 natural, +1 size).
Hp: 101 (9d8+4d10+35).
Fortitude: +9. Reflex: +18. Will: +10; +2 vs. fear. Defensive Abilities: canny defense +2, enhanced mobility, evasion, grace +2, improved uncanny dodge, parry, trap sense +3.
Speed: 20 ft.. Melee: +1 rapier +18/+13 (1d4/18–20). Special Attacks: sneak attack +5d6, precise strike +4. Strength: 8. Dexterity: 20. Constitution: 15. Intelligence: 14. Wisdom: 12. Charisma: 12.
Base Attack: +10. Cmb: +14 (+16 to disarm). Cmd: 25 (27 vs. disarm).
Feats: Agile Maneuvers, Combat Expertise, Combat Reflexes, Dodge, Greater Feint, Improved Disarm, Improved Feint, Iron Will, Mobility, Weapon Finesse, Weapon Focus (rapier).
Skills: Acrobatics +23 (+19 when jumping), Bluff +17, Climb +1, Diplomacy +17, Disguise +17, Intimidate +17, Knowledge (dungeoneering, local) +10, Knowledge (nobility) +7, Perception +19, Perform (comedy) +5, Perform (sing) +6, Sleight of Hand +13, Stealth +25.
Languages: Common, Halfling. Special Qualities: improved reaction +2, rogue talents (combat trick, finesse rogue, surprise attack, weapon training), trapfinding +4. Combat Gear: potions of cure serious wounds (2), potion of haste. Other Gear: +2 mithral chain shirt, +1 rapier, amulet of natural armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2, ring of protection +1, 180 gp.
Tactics
During Combat The duelist drinks her potion of haste. She attempts to disarm opponents, then makes sneak attacks even if she must feint to do so.
Anyone who questions the martial prowess of halflings should keep quiet around feisty hotspurs, as these diminutive bravos excel at poking holes in large people who underestimate them.
Lylin Dalthainol
Growing up in a rough neighborhood, Lylin had to learn at a young age to fight fast and dirty. Her grace and feisty nature caught the attention of a traveling swordmaster and assassin, who took in the halfling as a student and raised her as a daughter. He cultivated her kill-or-be-killed nature, and trained her to be fearless and utterly ruthless in both battle and life. Her former master is long dead, but she has taken his lessons to heart, becoming a bold and competent killer. These days she's something of a loner, but still keeps an eye out for promising young halflings similar to herself as a child, so that she might pass on her advice and training. Though much of her knowledge is loudly proclaimed to be a "trade secret," she has often been known to boast of its central maxim: "Hit first, hit hard, and don't stop till you're painted red."
Combat Encounters
Lylin is proud, but also a selfish and opportunistic combatant who is quick to turn on allies when her own life is on the line. Though an assassin and mercenary by trade—one who might easily be hired by any villain and sent against the PCs—Lylin disdains anonymity, and would prefer to finish her kills in public (though she isn't averse to starting with a sneak attack from the shadows).
Roleplaying Suggestions
Lylin's master taught her social graces, but even when diplomatic and pleasant, she is always sizing up potential opponents, and feels no qualms about taking life at the slightest provocation. She is far more likely to ally with a party that contains other halflings, though those who rely too much on racial camaraderie may be surprised by how quickly her backslapping friendship disappears if they dare question her methods.
Iron Duelist
Init: +8. Senses: darkvision 60 ft.; Perception +11. Ac: 24, touch 15, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural).
Hp: 159 (10d10+7d10+61).
Fortitude: +14. Reflex: +13. Will: +10; +2 vs. poison, spells, and spell-like abilities; +3 vs. fear. Defensive Abilities: bravery +3, canny defense +1, defensive training (+4 dodge bonus to AC vs. giants), elaborate defense +2, enhanced mobility, grace +2, parry.
Speed: 20 ft.. Melee: +1 flaming frost light pick +27/+22/+17/+12 (1d4+10/19–20/×4 plus 1d6 cold and 1d6 fire) or mwk punching dagger +24/+19/+14/+9 (1d4+6/×3). Ranged: +1 light crossbow +20 (1d8+1/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, acrobatic charge, precise strike +7, riposte, weapon training (axes +2, light blades +1). Strength: 21. Dexterity: 14. Constitution: 16. Intelligence: 13. Wisdom: 12. Charisma: 6.
Base Attack: +17. Cmb: +22. Cmd: 36 (40 vs. bull rush or trip).
Feats: Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Weapon Focus (light pick), Improved Critical (light pick), Improved Initiative, Improved Vital Strike, Iron Will, Lunge, Mobility, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (light pick), Weapon Specialization (light pick).
Skills: Acrobatics +7 (+3 when jumping), Appraise +6 (+8 to assess nonmagical metals or gemstones), Climb +13, Craft (weapons) +9, Diplomacy +3, Disable Device +7, Knowledge (dungeoneering, engineering) +9, Knowledge (history) +6, Perception +11 (+13 to detect unusual stonework), Perform (percussion) +0, Stealth +7, Survival +6, Swim +9.
Languages: Common, Dwarven, Orc. Special Qualities: armor training 2, improved reaction +2. Combat Gear: potion of cure serious wounds, potion of invisibility. Other Gear: +4 chain shirt, +1 flaming frost light pick, +1 light crossbow, masterwork punching dagger, amulet of natural armor +1, belt of giant strength +4, boots of speed, cloak of resistance +2, ring of protection +1, 759 gp.
Tactics
During Combat The duelist drinks his potion of invisibility, and gets into a tactical position. He uses Spring Attack, Lunge, and Improved Vital strike to make hit-and-run attacks.
Nimble for a dwarf, an iron duelist excels at hit-and-run tactics.
Unthal Rumblegut
Born into a family of miners, Unthal learned at an early age that when wielded properly, the pick could become an effective weapon. When his clan's mines dug too deep into the Darklands, he was forced to defend his family mines against duergar and drow incursions, working with shielded defenders to lunge out from protective shield walls, using his mobility to take down dangerous foes before moving back behind the moveable walls of iron and dwarven muscle. His unorthodox tactics were mocked at first, with some seeing him as cowardly for not standing and fighting with feet planted like a normal dwarven warrior, but as the corpses of the clan's enemies mounted into piles, then great mounds, the whispers and jokes died. Now he enjoys high status within his clan, and teaches his ways to a new generation of dwarves, occasionally making pilgrimages out onto the surface to take his tactics to other holds.
Combat Encounters
Unthal's tactics work best when used in conjunction with more traditional dwarven defense strategies, and he often works in concert with other dwarven warriors. PCs intruding on dwarven territory—whether intentionally or not—may find themselves facing his pick.
Roleplaying Suggestions
Family and clan mean everything to Unthal. He is friendly to those who respect that, and hostile to those who do not.
Init: +14. Senses: Perception +20. Ac: 28, touch 22, flat-footed 20 (+3 armor, +3 deflection, +7 Dex, +1 dodge, +1 insight, +3 natural).
Hp: 224 (10d10+10d10+110).
Fortitude: +17. Reflex: +19. Will: +11; +3 vs. fear. Defensive Abilities: bravery +3, canny defense +1, elaborate defense +3, enhanced mobility, grace +2, parry.
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). Strength: 18. Dexterity: 22. Constitution: 18. Intelligence: 13. Wisdom: 10. Charisma: 8.
Base Attack: +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. Special Qualities: 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.
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.
Paragons of swordplay, these master duelists constantly search for foes to defeat in order to enhance their already formidable reputations.
Dancer
No one knows Dancer's real name, and he has no intention of giving it. Some surmise from his foppish manners and arrogant attitude that he is the scion of some far-flung regent, but that guess is far from the mark.
Born in the slums, Dancer conned his way into aristocratic circles and learned swordplay from true masters of the art. He became a favored proxy for aristocrats not wanting to risk their lives when challenged to a duel, and killed innumerable nobles and their champions before growing full of himself and challenging one of the highest-ranking nobles personally. Rather than face him in the dueling circle, the noble sent a full legion of soldiers to kill the upstart, and Dancer barely escaped with his life.
Now, having discarded his given name, Dancer actively seeks out warriors with reputations for deft swordplay and finagles his way into challenging them. His sole purpose is to push himself to greater heights of prestige and skill.
Combat Encounters
Dancer always fights alone, trying to best powerful foes and groups to increase his reputation.
Roleplaying Suggestions
In social situations, Dancer plays the part of the flippant dandy, luring opponents into a false sense of security.