Since Swen has asked us for some skill tree ideas, here is something i have come up with.
For now it is just these two. Possible that I will add some more. Of course this is an invitation for everyone to post his/her ideas here and discuss them!

Duelist/Drunk Fencing: Show off your unrivalled skills with the sword as you punish your opponent for every move he makes while you sweep through the battlefield unpenalized.


PRO:
- has an advantage 1-on-1 against nearly all melee combatants
- rewards teamwork with another melee character
- high mobility at short distances
- if it comes out strong and does not synergize with other combat trees you can spend your skill points on other stuff wink

CON:
- most skills work only melee one-handed and when you can see the target (no Riposte against attacks from the rear)
- does not have much and not often utility outside melee engagement (but it is no one-trick-pony either)
- comes into a vulnerable state when faced for too long or at disadvantageous odds
- cannot stack too much damage for ... reasons (hopefully)
[EDIT]: Main attribute is lots of Perception?


Abilities:

Drunk Swallow(active): 0 AP, 3 turns cooldown
Leap 1m between the enemy lines without provoking opportunity attacks.

Piercing Thrusts(passive):
Critical strikes cripple the target.

Pirate's Buddy(active, melee): 1 AP, 3 turns cooldown
You move within in the rear of target foe until your next turn. Ends your turn.

Parry(active): 2 AP, 4 turns cooldown
You evade the next 3 attacks.

Riposte(active): 2 AP, 5 turns cooldown
Whenever a melee enemy misses an attack against you within 2 turns, you respond with an opportunity attack.

???(active): 1 AP, 5 turns cooldown:
High awareness allows for opportunity attacks when nearby enemies move, turn around or attack others than the Duelist. 2 Turns.

Point in Line(active): 2 AP, 3 turns cooldown
Heavily punishes the first foe to approach the Duelist within 2 turns.

Remise(active): 1 AP, 8 turns cooldown
Whenever you miss a regular melee attack within 4 turns you gain an opportunity attack.

Poke(active, melee): 1 AP, 6 turns cooldown
Interrupts the next enemy spell with an opportunity attack.

Lunge(active): 1 AP, 6 turns cooldown
You enter a stance that allows you to gain increased range. Your next regular or opportunity attack
will result in a leap forward. (Opportunity attacks are provoked from farther distances, too)

(Mind that my knowledge does not surpass the unrivaling amounts of wikipedia)


Anti-Magic: Fools! Always have you been told that this game is about combos! Fire melts Ice just so Grease will burn in the Water! This Madness is now over! AN ERA HAS COME TO AN END!


PRO:
- counters every school of magic
- counters many weird effects your enemies will abuse to survive

CON:
- most moves are counteractive or defensive
- does not or just barely defend against physical attacks
- aggressive abilities have high cooldowns or drawbacks
- can interrupt your own teammembers' plans

Negative Field(active): 1 Ap, 7 turns cooldown
Places a rune on the ground which prevents the modification of areas for 4 turns. Does not cleanse the area.

Separation(active): 1 AP, 6 turns cooldown)
As long as active, elements do not interact. (e.g. Poison gas and fire will coexist peacefully wink )
When this spell ends it will exacerbate the elements and trigger all events immediately.
Maximum of 3 rounds active. Can be cancelled.

Chaos Shield(active): 1 AP, 6 turns cooldown
For 4 turns whenever the target is hit by an element, a bolt of the opposite element will hit the attacker.

Starsurge(active): 2 AP, 3 turns cooldown)
Creates a stream of primal energy, dealing high amounts of damage against the target's highest elemental defense.

Silence(active): 2 AP, 8 turns cooldown
Prevents the target from singing for 2 turns.

Null Bolt(active): 2 AP, 6 turns cooldown
Deals physical damage and removes status effects from the target.

Nihilistic Blessing(active): 1 AP, 4 turns cooldown
The target becomes immune against the next magical effect.