Master Duelist

Master Duelist

Converted from Heroes Guide by “Scirocco”. Editted by Matthew “Tao” Myers.

“I’m here to take care of business in the dueling ring, not to have some slack-jawed, goggle-eyed man slobber all over me. So back off!”

Examples of Master Duelists in Star Wars

Count Dooku, Ice, Raskata Fenni, Trang Robotics Duelist Elite.


To qualify to become a Master Duelist, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Acrobatics, Jump.
Feats: Dodge, Melee Defense, Weapon Finesse, and Weapon Foucs (in a weapon appropriate for dueling, such as a lightsaber, vibroblade, or vibrodagger).

Game Rule Information

Master Duelists have the following game statistics.

Hit Points
At each level, Master Duelists gain 1d8 hit points + their Constitution modifier.

Force Points
Master Duelists gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features

The following are the class features of the Master Duelist prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense.

At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Master Duelist talent tree (presented below), the Duelist talent tree (Saga Edition Core Rulebook, page 53), or the the Weapon Specialist talent tree (Saga Edition Core Rulebook, page 53). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.
Feats taken from the Duelist talent tree that normally require the use of a lightsaber may instead be applied to any weapon that can be used with the Weapon Finesse feat.

True Strike
Starting at 2nd level, you may make an especially powerful attack a number of times per day equal to one-half your class level. This attack must be made using a weapon that can be used with the Weapon Finesse feat. You gain a bonus to your attack and damage rolls equal to one-half of your class level. A true strike may only be used against living beings with discernable anatomies.

1st +1 Defense bonuses, talent
2nd +2 True strike 1/day
3rd +3 Talent
4th +4 True strike 2/day
5th +5 Talent
6th +6 True strike 3/day
7th +7 Talent
8th +8 True strike 4/day
9th +9 Talent
10th +10 True strike 5/day


You have learned to use your weapon with exceptional grace and cunning to both attack and defend.
Canny Defense: When not wearing armor, you add your Intelligence bonus (in addition to your Dexterity bonus) to your Reflex Defense. If you are caught flat-footed or lose your Dexterity bonus for any reason, you also lose this Intelligence bonus.
Agile Ripost: If your opponent attacks you and misses while you are using the Melee Defense talent, you may make an immediate attack of opportunity. You gain no bonus against an opponent that does not attack you or that attacks and hits you.
Prerequisite: Canny Defense, Elaborate Parry.
Elaborate Parry: While using the Melee Defense talent, you may attempt to negate a melee attack made against you. As a reaction, make an attack roll against the attack roll you wish to negate. You take a cumulative -5 penalty on your attempts to parry for every time you have used it since the beginning of your last turn. You must have a weapon drawn to use this talent, and you must be aware of the attack and not flat footed.
Flurry: You take no penalty on your attack roll when using the Rapid Strike feat with a weapon appropriate for dueling.
Prerequisites: Dexterity 18.
Showmanship: You may add a +1 morale bonus to attack and damage in a duel, if you make a Persuasion check (DC 15) as a full-round action. You must be in a duel with at least 6 non-participating spectators.
Tumbling Feint: If you succeed in tumbling past an opponent to avoid an attack of opportunity, you may immediately use a swift action to feint.

Master Duelist

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