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Latest revision as of 22:27, 19 July 2025
Melee Duelists at Large
Throughout the history of the galaxy, dueling has seen many degrees of acceptability, militarily, legally, and socially. Some cultures or subcultures regard dueling as an honorable and civilized method of settling disputes, but others see dueling as barbaric. During the Knights of the Old Republic era, melee combat has resurged, forcing many to study dueling as a means to survive on the battlefield. In addition, dueling is still regarded as a sport on many planets. In fact, dueling is allowed on more civilized worlds than gladiatorial combat, given the higher cult ural status dueling enjoys.
The melee duelist specializes in fighting a single opponent. The melee duelist selects a primary weapon of choice, studying and practicing maneuvers, feints, and tricks to perfection. Competitive duelists train with several types weapons because they may not know ahead of time which types of weapons will be used in a duel. Battlefield duelists expand their abilities to take on small groups because they cannot depend on the luxury of fighting a single opponent in the middle of a skirmish. Jedi can also become melee duelists to improve their lightsaber combat and expand their knowledge beyond the standard Jedi lightsaber forms. Sith of all ranks and types can specialize in melee duelist, as many of them do not have direct access to learning lightsaber forms.
Examples of Melee Duelists in Star Wars
Ice, Marl, Qesya Vth’naar, Tabor
Requirements
To qualify to become a melee duelist, a character must fulfill the following criteria.
Minimum Level: 7th.
Minimum Base Attack Bonus: +7.
Feats: Melee Defense, Rapid Strike, Weapon Focus with exotic melee weapon or advanced melee weapons.
Class Rules & Traits
The Melee Duelist | ||
---|---|---|
Level | BAB | Class Features |
1st | +1 | Defense bonuses, talent |
2nd | +2 | Master of Movement (1/encounter) |
3rd | +3 | Talent |
4th | +4 | Master of Movement (2/encounter) |
5th | +5 | Talent |
6th | +6 | Master of Movement (3/encounter) |
7th | +7 | Talent |
8th | +8 | Master of Movement (4/encounter) |
9th | +9 | Talent |
10th | +10 | Master of Movement (5/encounter) |
Bounty hunters have the following traits.
Hit Points
At each level, melee duelists gain 1d8 hit points + their Constitution modifier.
Force Points
Ace pilots gain a number of Force points equal to 6 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.
Defense Bonuses
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense.
Talents
At every odd-numbered level (1st, 3rd, 5th, …), you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.
Master of Movement
You know how to take advantage of whatever terrain you are fighting in. A number of times per encounter equal to half your melee duelist level, you can either ignore the movement penalty for moving through difficult terrain or over low objects on a single move action, or reroll a single Jump or Acrobatics check, taking the better result.