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GM Screen
Mastering Combat
/
Duels
Dueling Resolve
Source
Ultimate Combat pg. 152
Once per duel, a character can use a special action called dueling resolve. This special action allows a duelist to keep on fighting despite a crippling spell or terrible injury.
Whenever a character participating in a duel fails a Fortitude or Will saving throw, or is reduced to fewer than 0 hit points, he can use dueling resolve as an immediate action. If he failed a Fortitude or Will saving throw, he can attempt another saving throw, using the same bonus. If this second saving throw is a success, the spell or effect prompting the saving throw does not take effect until the end of his next turn (even though its duration begins immediately). If he is reduced to fewer than 0 hit points (but not slain), he does not fall unconscious or gain the staggered condition, and can act normally until the end of his next turn, at which point he becomes staggered or unconscious based on his current hit points.
If, by the end of the character’s next turn, the spell or effect ends or he is brought to above 0 hit points, he is fatigued, but otherwise suffers no ill effect. A character can only use this ability once per duel.