Peerless Duelist
Creature 12 (uncommon) — human, humanoid
Rumors circulate in the saloons that an undefeated master duelist roams the roads, waiting for their next contest. These lone wolves have an aura of mystery, bravado, and swagger.
Source: pathfinder-npc-core
Perception +24
Skills acrobatics +25, athletics +23, crafting +22, deception +24, intimidation +26
Str
+3
Dex
+5
Con
+3
Int
+0
Wis
+3
Cha
+2
AC 33
Fort +21
Ref +25
Will +21
HP 200
Speed 25 feet
Offense
Melee Fist +25, Damage 1d4+11 bludgeoning
Ranged Dueling Pistol +26, Damage 2d6+13 piercing
Abilities
I See You — The peerless duelist's Perception checks and firearm Strikes ignore lesser cover and the Concealed condition.
+3 to Initiative with Perception —
Shoot First —
Threatening Aura (aura, emotion, fear, mental) — 60 feet. DC 30 Will. The duelist's presence makes foes hesitate. Any enemy that enters or starts its turn in the aura must succeed at the Will save or be Stunned 1. Regardless of the result of its save, the creature is temporarily immune for 1 day.
Ace Shooter — The peerless duelist deals an extra die of damage on any firearm Strike they attempt. This extra damage is already included in their dueling pistol Strike.
Disarming Shot — The duelist fires a dueling pistol to attempt a Disarm an enemy at range with the bullet. The duelist attempts an attack roll with the dueling pistol instead of an Athletics check, taking any penalty appropriate for the firearm's range increment. The duelist doesn't have to meet the requirements of the Disarm action.
Instead of Disarming, the duelist can use Disarming Shot to attempt an Escape action for the benefit of themself or an ally within range.
Double Reload —
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