Path of the Duke

The Path of the Duke marks your street-fighting skirmish skills, proof that you can duke it out with as many goons as you need. This Path is recommended for DEX-focused fighters who want to dual-wield weapons and deal many melee attacks to all surrounding enemies.

**Requirements**: Spin Slice (Fighter)

**Path Completion Bonus**: +1 Dexterity

## Core Abilities

**Bow to the King**

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: Passive

Add your DEX to CHA checks made against a creature if you have ever defeated them in a Tactical Scene.

**Chiasmus** **Block**

**Prerequisite**: Block (Beginner)

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: Passive

When you **Block** while dual-wielding weapons, you gain +3 Armor until the start of your next turn.

**Chiasmus** **Parry**

**Prerequisite**: Parry (Fighter)

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: Passive

When you **Parry** while dual-wielding weapons, your **Parry** gains +15 Accuracy.

**Duke's Instincts**

**Cost**: 300 XP

**Expedited for**: Finesse, Alacrity

**Activation**: Free Reaction, X Vim up to AGI

This ability is usable when rolling Initiative. Gain +2X to your Initiative roll.

**Flurry Stance**

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: Passive

At the start of each turn, gain 1 Action and lose 1 Reaction. You may have one Stance active at a time. This ability may be toggled on or off during a Respite as a Free Action.

**Double Trouble**

**Prerequisite**: **Flurry Stance**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack, 4 Vim

This ability is usable only if you are dual-wielding weapons. Make a second basic attack with the other weapon you are wielding. This second attack cannot use **Double Trouble**.

**Swift Attacks**

**Prerequisite**: **Double Trouble**

**Cost**: 500 XP

**Expedited for**: Finesse

**Activation**: 1 Action, 2 Vim

This ability is usable only if you are dual-wielding weapons. Make a basic attack. This ability is usable once per turn.

**Cyclone Spin**

**Prerequisite**: **Swift Attacks**

**Cost**: 600 XP

**Expedited for**: Finesse

**Activation**: 3 Actions, 12 Vim

For each weapon you are wielding, make up to 4 skill strikes with that weapon. Each weapon may target a given enemy only once, but you may attack an enemy once with each weapon.

**Two Hands Become One**

**Prerequisite**: **Cyclone Spin**

**Cost**: 700 XP

**Expedited for**: Finesse

**Activation**: Passive

Whenever you activate **Double Trouble**, gain 1 Reaction.

**Hurricane Warlord**

**Prerequisite**: **Two Hands Become One**

**Cost**: 800 XP

**Expedited for**: Finesse

**Activation**: Passive

When you use **Cyclone Spin**, you may make up to 6 skill strikes with each weapon (instead of 4).

## Gift Exclusives

**Bonus Strike**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 300 XP

**Prerequisite**: Gift of Finesse

**Activation**: Free Action

Once per turn, this ability may be used to make a skill strike with a weapon you are wielding: this attack deals half damage.

## Course of Heroism

**Supported Skirmisher**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: Passive

All of your abilities cost 1 Vim less for each time you are Supported.

## Course of Combat

**Twice Ready**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

On the first Round of a Tactical Scene, your basic Attack action costs 1 Action less and threatens your target.

**I Expected That**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

Whenever you are flanked, gain +10 Accuracy and +3 damage on all attacks.

**Try Me, I Dare You**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

Whenever you become adjacent to three or more enemies, gain 2 Alerts. This effect can trigger at most once per Round.

## Course of Conditions

**Stagger Resistance**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Free Reaction, 2 Vim

You are no longer staggered. This ability is usable once per turn.

## Course of Damages

**Keen Blades**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

All of your basic attacks and skill strikes deal an additional 2 bleed damage with impact.

**Duke's Daggers**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: 1 Reaction, 15 Vim, 3 MP

Gain the buff *Duke's Daggers*: your next DEX attacks deal an additional 2d6 bleed damage with impact.

## Course of Wounds

**Hardened Fighter**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds

**Cost**: 4 Hero Points

**Activation**: Passive

*Heroes never die, they say. I'm no hero, but I have outlived a few of them.*

The number of Grievous Wounds required to kill you increases by 1. You may purchase this ability multiple times; each time you purchase this ability, permanently increase its cost by 2 Hero Points.