Sage's Sanctum

Duelist Class

Iron sharpens iron. You’ve honed your skills by testing them against others in high stakes duels. You long for a worthy opponent.

Whenever you roll for initiative, gain bonus damage to ranged attacks made on your first turn equal to the number of duelist templates you have.

Starts with:

Templates

Quick Draw
Anytime you succeed on an initiative roll, you can immediately make an impaired attack with any of your weapons. If you do, you are moved to the end of the initiative order.

High Noon
Provided a target can understand you and is capable of feeling shame, you can challenge them to a duel.

Out of combat, you can challenge someone to a duel by spending a Style Point, they must make a Mind check to refuse. If they fail, they agree to the duel, and you can negotiate weapons and stakes. Most duels are to the death. Someone with followers may choose to send a representative to duel in their stead.

In combat, you can challenge a creature to a duel by yelling at it as a free action. The creature must make a Mind check or attack you on its next turn. This ability cannot force an opponent to make major tactical errors.

Duels

While you can set any terms for a duel, the most common is pistols at high noon. In this sort of duel, the participants march ten paces away from each other, turn, and shoot. Faster Agility time wins, provided you don’t miss.

During this sort of duel, the participants roll a contested agility check to determine who shoots first. The winner then makes an agility check to see if they hit. If they hit, there is a 3 in 6 chance the loser is reduced to 0hp, and needs immediate medical care, and a 3 in 6 chance they are killed immediately.

Before rolling the contested agility check, Duel participants can choose to take a bonus of any size to their roll. If they do, a penalty of the same size is applied to their agility check to hit their opponent.

If the first character to fire misses, the second participant can roll their agility check to attempt to hit their opponent. If both participants miss, the duel ends in a draw.

Double tap
When using a firearm to attack on your turn, you can choose to attack twice. When you do, both attacks are impaired.

Read the Room
You can tell when trouble’s brewing. After you exchange a few words with someone, you can tell whether they are hostile, unfriendly, indifferent, or friendly to you.

Fan the Hammer
You rapidly and inaccurately empty your gun at a single enemy. Make 1d6 impaired attacks against them. Whenever you use this ability, you cannot attack again with the weapons you used until you spend a turn reloading.