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Rancid Duelist
A half-rotten corpse wearing a surprisingly elegant courtly clothing, with a splendid blade sheathed at the belt.
CR 5; 1,600 XP
LE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +9
Defense
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 51 (6d8+24)
Fort +6, Ref +7, Will +8
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 51 (6d8+24)
Fort +6, Ref +7, Will +8
Defensive Abilities redirect attack, rejuvenation; DR 10/magic and piercing; Immune channel resistance +4, undead traits
Offense
Speed 60 ft.
Speed 60 ft.
Melee rapier +10/+10 (1d6+5, 18–20/×2)
Special Attacks greater finesse, honorable challenge
Spell-Like Abilities (CL 6th, concentration +10)
Constant—haste, magic weapon
Statistics
Str 10, Dex 18, Con —, Int 13, Wis 11, Cha 19
Str 10, Dex 18, Con —, Int 13, Wis 11, Cha 19
Base Atk +4; CMB +8 (+10 disarm); CMD 21
Feats Combat ExpertiseB, Combat Reflexes, Improved DisarmB, Improved Initiative, Iron Will
Skills Acrobatics +10, Diplomacy +10, Knowledge (nobility) +7, Perception +9, Sense Motive +9
Skills Acrobatics +10, Diplomacy +10, Knowledge (nobility) +7, Perception +9, Sense Motive +9
Languages Common plus another language suitable for the place and period
Ecology
Environment urban, ruins
Organization solitary or pair
Treasure standard (masterwork rapier, elegant cloths, and courtly jewelry, likely out of fashion)
Special Abilities
Environment urban, ruins
Organization solitary or pair
Treasure standard (masterwork rapier, elegant cloths, and courtly jewelry, likely out of fashion)
Special Abilities
Greater Finesse (Ex) A rancid duelist uses their Dexterity to determine melee attack rolls, melee weapon damage rolls, and CMB. They also use their full HD to determine their CMD instead of their base attack bonus.
Honorable Challenge (Su) A rancid duelist can issue a challenge to a sapient being within 30 feet as a swift action. If the recipient accepts the challenge, both the rancid duelist and the target immediately heal 50 points of damage, and then both are surrounded by protective blessing that halves damage from all other sources for the next 6 rounds or until one of the duelists is defeated. A living creature dropped to 0 hit points during the honorable challenge is immediately killed by a death effect. Anyone else attempting to make an attack or use any effect—harmful or helpful—on the rancid duelist or the challenged opponent while the honorable challenge lasts is struck with a magic backlash that deals 2d6 points of damage (this damage can disrupt casting of a spell or prevent finishing an attack if it incapacitates the attacker). A rancid duelist can be provoked into issuing honorable challenge with a successful Diplomacy or Knowledge (nobility) check (DC 20 to target the person making the check, 30 to convince the duelist to challenge another person present).
Redirect Attack (Su) A rancid duelist that is targeted with a melee or ranged attack and has an adjacent foe other than the attacker, can redirect the attack against an adjacent foe as an immediate action. The attack is resolved normally.
Rejuvenation (Su) A rancid duelist reforms within 1d10 hours unless defeated during the honorable challenge. Interestingly, a pair of rancid duelists locked in a honorable challenge is incapable of defeating each other.
A rancid duelist forms when a duelist can't stop dueling, even after death. They might had won or lost their final duel but they still come for more. Rancid duelists follow the letter of dueling codes, but at the same time they are ruthless and merciless entities, continuing to exist for the thrill of duels or a specific unfinished duel.
While all rancid duelist can be eloquent, a few rancid duelist are even more ongoing than others, deliberately seeking high society events to find people to challenge to the duels.