Difference between revisions of "Fencer (Apath)"
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=== Blade Binding=== | === Blade Binding=== | ||
− | For an old but official version of this, see Pathfinder Campaign Setting, | + | For an old but official version of this, see Pathfinder Campaign Setting, chapter two. |
=== Shields === | === Shields === | ||
Some duelist abilities work with bucklers (notably lunge) and some with small shields (notably firentine style). Bucklers and small shields really are very similar, them main difference is in how you hold them - a Pathfinder buckler is strapped to the arm, while a small shield is held in the hand. As an optional rule, a small shield can be used as buckler by clanging the grip—a full-round action. | Some duelist abilities work with bucklers (notably lunge) and some with small shields (notably firentine style). Bucklers and small shields really are very similar, them main difference is in how you hold them - a Pathfinder buckler is strapped to the arm, while a small shield is held in the hand. As an optional rule, a small shield can be used as buckler by clanging the grip—a full-round action. |
Revision as of 16:29, 13 May 2014
Unofficial rules compendium | |
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Inigo Montoya: You are using Bonetti's Defense against me, ah?
Man in Black: I thought it fitting considering the rocky terrain.
Inigo Montoya: Naturally, you must expect me to attack with Capo Ferro?
Man in Black: Naturally, but I find that Thibault cancels out Capo Ferro. Don't you?
Inigo Montoya: Unless the enemy has studied his Agrippa... which I have!
Man in Black and Inigo Montoya, Princess Bride (1987)
Fencers represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, fencers charge nimbly across the battlefield. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade. This is a martial art of the Way of the Mind.
Class Information
A fencers is a fighter that specializes in light armor and weapons.
Role: Fencers fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities.
Alignment: Any.
Hit Die: d10.
Class Skills
The fencer's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Swim (Str),
Skill Ranks at Each Level: 4 + Int modifier.
Class Features
These are all the class features of the fencer.
Armor and Weapon Proficiency
Fencers are proficient with all simple weapons, all martial melee weapons, and with light armor and shields (excluding tower shields). Deepening on the style a fencer employs, he may be further restricted to particular weapons and armor.
Fencing School
At 1st level a fencer must select a fencing school to train in. Once chosen, this cannot be changed.
Each fencing school have special requirements that must be fulfilled to use that school. Unless specifically mentioned in the school description, all fencing schools require the fencer to be in light or no armor and with light encumbrance. A fencer who does not fulfill the conditions of her school loses all class features except skills, weapon and armor proficiencies, and bonus feats. Remedying the situation can be as simple as drawing a particular weapon, and a immediately allows the fencer to use her fencing school and other class features again.
Note that certain class features have specific requirements that must also be fulfilled to use that particular ability.
Each school also has a set of unique abilities fencers of that school develop as they advance in levels. A fencer gains school abilities at level 2, 3, 6, 11, 16, and 20.
It is possible to extend the choice of fencing schools through the Additional Fencing School feat. All decisions regarding a fencing school, such as which weapon to specialize in, are made when the ability is first gained and cannot be changed later.
Canny Defense (Ex)
When fulfilling the requirements of a fencing school, a fencer adds 1 point of Intelligence bonus (if any) per fencer class level as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If a fencer is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Weapon Finesse
A fencer gains Weapon Finesse as a bonus feat at 1st level. If he already knows this feat, the fencer can select any combat feat he fulfills the prerequisites for instead.
Lunge (Ex)
A fencer can use her mobility to make powerful strikes in melee with a weapon she can use with Weapon Finesse, adding her fencer level to her damage roll.
When making a lunge, a fencer cannot attack with a weapon in her other hand or use a large or tower shield. A fencer can use a buckler, but this halves the damage bonus from lunge.
Parry
At 2nd level a fencer learns to parry the attacks of other creatures against himself or an adjacent ally. To parry an attack, the fencer makes an attack roll at his best attack bonus. If this roll is greater than the attack roll of the attacking creature, the parry succeeds and the original attack misses. For each size category that the attacking creature is larger than the fencer, the fencer takes a –2 penalty on his parry roll. The fencer also takes a –2 penalty when attempting to parry an attack made against an adjacent ally. The fencer declares the use of this ability after the attack is rolled.
At 2nd level, the fencer can parry one attack per round. For every 5 levels past level 2, the fencer can parry an additional attack each round, to a maximum of four parries per round at level 17.
On his next turn after a fencer made one or more parries, he is staggered.
Riposte
At 4th level, when an attack the fencers parried misses, he can make an attack of opportunity on the attacker if he is within reach. It is possible to parry attacks that would have missed anyway, just to trigger a riposte.
Bonus Feats
At level 5, 8, 10, 13, 15, 18, and 20, the fencer chooses a combat feat as a bonus feat. He needs to fulfill the prerequisites of these feats as normal. A fencer can select fighter-only feats as a fighter of his fencer level.
Cunning Opportunist
At 9th level, the fencer may make a number of additional attacks of opportunity per round equal to his Intelligence bonus. This stacks with the benefits of Combat Reflexes.
Aggressive Defense (Ex)
At 14th level and higher a fencer can use aggressive defense. Whenever the fencer chooses to use Combat Expertise, to fight defensively, or to use total defense, he can make an attack of opportunity against any opponent within reach who misses her with a melee attack.
Fencing Mastery (Ex)
At 19th level, as long as he wields a melee weapon, the fencer gains a DR 5/-.
Table: Fencer
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Canny defense, fencing school, lunge, Weapon Finesse |
2nd | +2 | +3 | +3 | +0 | Parry 1/round, school ability |
3rd | +3 | +3 | +3 | +1 | School ability |
4th | +4 | +4 | +4 | +1 | Riposte |
5th | +5 | +4 | +4 | +1 | Bonus feat |
6th | +6/+1 | +5 | +5 | +2 | School ability |
7th | +7/+2 | +5 | +5 | +2 | Parry 2/round |
8th | +8/+3 | +6 | +6 | +2 | Bonus feat |
9th | +9/+4 | +6 | +6 | +3 | Cunning opportunist |
10th | +10/+5 | +7 | +7 | +3 | Bonus feat |
11th | +11/+6/+1 | +7 | +7 | +3 | School ability |
12th | +12/+7/+2 | +8 | +8 | +4 | Parry 3/round |
13th | +13/+8/+3 | +8 | +8 | +4 | Bonus feat |
14th | +14/+9/+4 | +9 | +9 | +4 | Aggressive defense |
15th | +15/+10/+5 | +9 | +9 | +5 | Bonus feat |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | School ability |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | parry 4/round |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Bonus feat |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Fencing mastery |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Bonus feat, school ability |
Fencing Schools
These are the fighting schools available to fencers. Each has requirements for use, along with a series of abilities as the fencer advances in level. See the fencing school class feature.
Agrippa
This school has an easy and relaxed style, using a one-handed weapon to attack and parry while keeping one hand free for tricks, feints, and flourishes. The free hand is often used to hold a cloak, hat, or other accessory that is further used to distract the opponent.
Requirements: Agrippa works with any melee weapon that can be used with Weapon Finesse. It does not permit the use of a off-hand weapon or any shield, but a ranged weapon can be held in the off-hand, including such things as a throwing dagger, as long as it is not used in melee.
Deceptive strike (Ex): At 2nd level, a fencer using Agrippa gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.
Weapon Bind (Ex): At 3rd level, a fencer using Agrippa can trap his opponent’s weapon. This is executed as a disarm combat maneuver, but the opponent does not actually drop his weapon, he merely cannot use it and neither can the fencer. This lasts until the beginning of the fencer's next turn, until the fencer uses his weapon to attack or parry, or until the two combatants are no longer adjacent, whichever is sooner. Unlike a normal disarm, this does not trigger an attack of opportunity, and the fencer does not risk dropping his own weapon. This maneuver works against opponents not using weapons or otherwise immune to disarm, and a locked glove or weapon cord provides no defense.
Uncanny Dodge (Ex): Starting at 6th level, a fencer using Agrippa can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A fencer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
High Guard (Ex): At 11th level, a fencer using Agrippa gains a +4 bonus on parries.
Reversal (Ex): At 16th level, a fencer using Agrippa can make a reversal combat maneuver as an immediate action against his attacker when he is the target of a melee attack. This is executed as a disarm combat maneuver. If successful, the attack changes target to another creature in the fencer's reach - this cannot be the original attacker. This effect replaces the normal result of a disarm. This maneuver works against opponents not using weapons or otherwise immune to disarm, and a locked glove or weapon cord provides no defense.
Weapon Mastery (Ex): At 20th level, a fencer using agrippa improves his critical hits. Any attacks made with a weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed.
Bonetti
This is a mobile style, with an emphasis on footwork and positioning to gain an advantage. It relies on all kinds of strikes, not just the thrust.
Requirements: Bonetti works with any melee weapon from the light blades group.
Agility (Ex): At 2nd level, a fencer using Bonetti gains a +1 bonus on Acrobatics rolls and on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
Guarded Moves (Ex): Starting at 3rd level, the Bonetti fencer gains a +4 dodge bonus to AC against all attacks of opportunity.
Positioning (Ex): At 6th level, when a fencer using Bonetti moves at least 5 feet prior to attacking, he gains a +1 bonus on attack rolls. This bonus increases by +1 for every five levels beyond 6th.
Double Step (Ex): At 11th level, a Bonetti fencer can move 10 ft. as a "5 tf. step", or take a 5 ft. step in difficult terrain.
Rapid Attack (Ex): At 16th level, a fencer using bonetti can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement.
Whirlwind Blitz (Ex): At 20th level, a fencer using Bonetti can make a full-attack action as a standard action. He may also use Whirlwind Attack as a standard action if he knows the feat.
Capo Ferro
In many ways the "standard" fencing school, Capo Ferro focuses on attack speed and devastating thrusts.
Requirements: Capo Ferro requires a thrusting melee weapon from the light blades group.
Improved Reaction (Ex): At 2nd level, a fencer using Capo Ferro gains a +1 bonus on initiative. This bonus increases by +1 every four levels after third.
Acrobatic Charge (Ex): At 3rd level, a Capo Ferro fencer gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Thrusting Drill (Ex): At 6th level, a fencer using Capo Ferro gains a +1 bonus on attack rolls. This bonus increases to +2 at 11th level and +3 at 16th level.
Fleche (Ex): A 11th level fencer using Capo Ferro and making a standard attack or charge automatically confirms any critical threat.
Balestra (Ex): At 16th level, a fencer using Capo Ferro adds 5 ft. to his natural reach.
Crippling Critical (Ex): When a 20th level fencer using Capo Ferro confirms a critical hit, he can apply one of the following penalties in addition to the damage dealt:
- reduce all of the target's speeds by 10 feet (minimum 5 feet)
- 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws
- –4 penalty to Armor Class
- 2d6 points of bleed damage.
These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
Carranza
A school based on evasion, positioning, and always keeping your options open, the Carranza school views the battle as a round stage as opposed to the more linear approach of most styles.
Requirements: Carranza requires a thrusting melee weapon from the light blades group.
Deceptive strike (Ex): At 2nd level, a fencer using Carranza gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.
Sidestep (Ex): At 3rd level, a fencer using Carranza gains a +1 bonus on parries and ripostes for each empty square of open ground adjacent to both her and the attacker.
Positioning (Ex): At 6th level, when a fencer using Carranza moves at least 5 feet prior to attacking, he gains a +1 bonus on attack rolls. This bonus increases by +1 for every five levels beyond 6th.
Weapon Bind (Ex): At 11th level, a fencer using Carranza can trap his opponent’s weapon. This is executed as a disarm combat maneuver, but the opponent does not actually drop his weapon, he merely cannot use it and neither can the fencer. This lasts until the beginning of the fencer's next turn, until the fencer uses his weapon to attack or parry, or until the two combatants are no longer adjacent, whichever is sooner. Unlike a normal disarm, this does not trigger an attack of opportunity, and the fencer does not risk dropping his own weapon. This maneuver works against opponents not using weapons or otherwise immune to disarm, and a locked glove or weapon cord provides no defense.
Evasion (Ex): At 16th level and higher, a Carranza fencer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Carranza fencer is wearing light armor or no armor. A fencer does not gain the benefit of evasion.
Crippling Critical (Ex): When a 20thy level fencer using Carranza confirms a critical hit, he can apply one of the following penalties in addition to the damage dealt:
- reduce all of the target's speeds by 10 feet (minimum 5 feet)
- 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws
- –4 penalty to Armor Class
- 2d6 points of bleed damage.
These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
Firentine
A style focusing on two weapons, Firentine is considered something of a dead end by fencers wishing to study multiple schools, but offers great rewards to the dedicated student.
Requirements: Firentine requires two weapons, both of which can be used with Weapon Finesse. The off-hand weapon can be a small shield. Note that two-weapon fighting does not combine with lunge, as lunge only works with a single melee weapon. The normal penalties for attacking with two weapons apply to all Firentine maneuvers.
Weapon Balance (Ex): Starting at 2nd level, a fencer using Firentine gains a +1 attack and damage bonus. This bonus increases by +1 for every four levels beyond 2nd.
Bind and Thrust (Ex): At 3rd level a fencer using Firentine gains a +4 bonus on attacks of opportunity performed with the off-hand weapon.
Double Strike (Ex): At 6th level, a Firentine fencer may, as a standard action, make one attack with both his primary and secondary weapons.
Case of Rapiers (Ex): At 11th level, a fencer using Firentine can make one attack with both his primary and secondary weapons when he makes a charge.
Equal Opportunity (Ex): At 16th level, when a fencer using Firentine makes an attack of opportunity, he may attack once each with both his primary and secondary weapon. The off-hand attack benefits from bind and thrust.
Deadly Defense (Ex): At 20th level, when a fencer using Firentine makes a full attack, every creature that misses him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the fencer.
Ghisliero
The Ghisliero or concentric school views the battlefield as a series of concentric circles around the fencer. It focuses on situation awareness and combating many opponents simultaneously.
Requirements: Ghisliero requires a melee weapon from the light blades group.
Agility (Ex): At 2nd level, a fencer using Ghisliero gains a +1 bonus on Acrobatics rolls and on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
Uncanny Dodge (Ex): Starting at 3rd level, a fencer using Ghisliero can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A fencer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Fencing Drill (Ex): At 6th level, a fencer using Ghisliero gains a +1 bonus on attack rolls. This bonus increases by +1 for every five levels beyond 6th.
Improved Uncanny Dodge (Ex): Starting at 11th level, a fencer using Ghisliero can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has total levels in all classes with the uncanny dodge ability.
Reversal (Ex): At 16th level, a fencer using Ghisliero can make a reversal combat maneuver as an immediate action against his attacker when he is the target of a melee attack. This is executed as a disarm combat maneuver. If successful, the attack changes target to another creature in the fencer's reach - this cannot be the original attacker and need not be in the original attacker's reach. This effect replaces the normal result of a disarm. This maneuver works against opponents not using weapons or otherwise immune to disarm, and a locked glove or weapon cord provides no defense.
Improved Whirlwing Attacl (Ex): At 20th level a Ghisliero fencer can make a Whirlwind Attack (as the feat) as a standard action. He need not know the feat to do this.
Grazzi
This school claims to be universal, a combat technique applicable to all melee weapons. It is less aristocratic than many other styles. Grazzi relies on strength rather than the lunge.
Requirements: Grazzi works with any melee weapon, but does not allow the use of lunge.
Improved Reaction (Ex): At 2nd level, a fencer using Grazzi gains a +1 bonus on initiative. This bonus increases by +1 every four levels after third.
Universal Technique (Ex): At 3rd level, the non-proficiency penalty of using an improvised or non-proficient weapon is reduced to -2.
Weapon Drill (Ex): At 6th level, when a fencer using Grazzi attacks with a melee weapon, he gains a +1 bonus on attack rolls and damage. This bonus increases by +1 for every five levels beyond 6th.
Acrobatic Charge (Ex): At 11th level, a Grazzi fencer gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Attack on the Move (Ex): At 16th level, a fencer using Grazzi can combine a full-attack action with a single move. He must forgo the attack at his highest bonus.
Weapon Mastery (Ex): At 20th level, a Grazzi fencer chooses one melee weapon, such as the longsword, greataxe, or rapier. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Hard Knocks
The school of life teaches harsh tricks focused on street survival.
Requirements: Hard knocks works with any melee weapon that can be used with Weapon Finesse, including light improvised weapons.
Dirty Maneuvers (Ex): At 2nd level, a hard knocks fencer becomes skilled at deceiving and discomfiting his opponents. He gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. He also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level).
Razor-Sharp Chair Leg (Ex): At 3rd level, as a swift action, a hard knocks fencer may pick up a weapon and/or alter the type of damage dealt by an improvised weapon to bludgeoning, piercing, or slashing damage. In addition, he has a critical threat range of 18–20/×2 with any improvised weapon. He is also considered to be armed when using improvised weapons, and is proficient in their use. A light improvised melee weapon can be used with lunge.
Payback (Ex): At 6th level, a hard knocks fencer gains a +1 bonus on attack rolls against any creature that has attacked him in the last week. This bonus increases by +1 for every five levels beyond 5th (to a maximum of +5 at 20th level).
Evasion (Ex): At 11th level and higher, a hard knocks fencer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hard knocks fencer is wearing light armor or no armor. A helpless hard knocks fencer does not gain the benefit of evasion.
Treacherous Blow (Ex): At 16th level, when a hard knocks fencer confirms a critical hit, he can attempt a dirty trick combat maneuver as a free action against the target of his critical hit.
Ultimate Payback (Ex): At 20th level, any critical threats a hard knocks fencer makes against an opponent that has attacked him in the last minute are automatically confirmed.
Hayd'n
Also known as academic style or duelist style, this is a popular sport. Hayd'n fencers often have facial scars that they show off with pride. The dueling school focuses on facing peril unflinchingly and sudden moves at the opportune time to break through a line or steal a flag. This is the style used by the duelist prestige class and archetype.
Requirements: Hayd'n requires a thrusting melee weapon from the light blades group. Shields are considered cowardly in this style and are not allowed.
Bravery (Ex): Starting at 2nd level, a duelist gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond two.
Improved Reaction (Ex): At 3rd level, a duelist gains a +4 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.
Grace (Ex): At 6th level, a duelist gains a +2 competence bonus on all Reflex saving throws.
Elaborate Defense (Ex): At 11th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +2 dodge bonus to AC. This improves to a +3 bonus at level 16.
Enhanced Mobility (Ex): Starting at 16th level, a duelist gains a +4 dodge bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Crippling Critical (Ex): When a fencer using Hayd'n confirms a critical hit, he can apply one of the following penalties in addition to the damage dealt:
- reduce all of the target's speeds by 10 feet (minimum 5 feet)
- 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws
- –4 penalty to Armor Class
- 2d6 points of bleed damage.
These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
Military
This is a school taught in the military, that incorporates more armor and basic fighting drill. It is seen as rigid and dull by civilian fencers, but the combination of canny defense and heavy armor can become nigh invulnerable.
Requirements: Military school works with any weapon from the light blades group. A military fencer learns to use fencing in heavier armor as he advances in level, including canny defense.
Bravery (Ex): Starting at 2nd level, a military fencer gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Medium Armor (Ex): At 3rd level, a military fencer gains proficiency in medium armor and can move at his normal speed and use all fencer class abilities normally limited to light or no armor while wearing medium armor and encumbrance.
Armor Training (Ex): Starting at 6th level, a military fencer learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (10th, 14th, and 18th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
Weapon Drill (Ex): At 11th level, when a fencer using the military school attacks with a melee weapon, he gains a +1 bonus on attack rolls. This bonus increases to +2 at level 16.
Heavy Armor (Ex): At 16th level, a military fencer gains proficiency in heavy armor and can move at his normal speed and use all fencer class abilities normally limited to light or no armor while wearing heavy armor and encumbrance.
Weapon Mastery (Ex): At 20th level, a military fencer chooses one weapon, such as the dagger or rapier. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Tibault
Tibault is a defensive school focusing on situation awareness and shifting from attack to defense at a moment's notice. This is the school most similar to modern sports fencing.
Requirements: Tibault works with the rapier and short sword only.
Single-Weapon Defense (Ex): Starting at 2nd level, a fencer using Tibault can maintain a guard using only one hand. The fencer adds a +1 shield bonus to armor class. This improves by +1 for every 4 levels (+1 at levels up to 3, +2 at levels 4-7, +3 at levels 8-11 and so on). Single-weapon defense halves the bonus of lunge in a round when it is used, just like a buckler does.
High Guard (Ex): At 3rd level, a fencer using Tibault gains a +4 bonus on parries.
Fencing Drill (Ex): At 6th level, a fencer using Tibault gains a +1 bonus on attack rolls. This bonus increases by +1 for every five levels beyond 6th.
Uncanny Dodge (Ex): Starting at 11th level, a fencer using Tibault can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A fencer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Advanced Weapon Training (Ex): At 16th level, a student of Tibault can use any light blade.
Crippling Critical (Ex): When a fencer using Tibault confirms a critical hit, he can apply one of the following penalties in addition to the damage dealt:
- reduce all of the target's speeds by 10 feet (minimum 5 feet)
- 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws
- –4 penalty to Armor Class
- 2d6 points of bleed damage.
These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
Yeoman
This is a style developed by foresters and freemen and is decidedly middle-class in origin. It focuses on the use of the quarter staff in combat.
Requirements: Yeoman style works with the club, hanbo, and quarterstaff. A quarterstaff used as a double weapon cannot use lunge.
The staff used in yeoman style is often longer than the common quarterstaff, around 8 ft. long, but still considered the same weapon as a regular quarterstaff.
Staff Tricks (Ex): At 2nd level, a yeoman gains a +1 bonus to CMB and CMD on trip checks. This bonus increases by +1 for every four levels after 2nd.
Agile Staff (Ex): A third level fencing yeoman can use a quarterstaff with Weapon Finesse. He can also wield a quarterstaff two hands as a reach weapon. It is a free action at the start of the fencer's turn to change the grip on the weapon between two handed, two handed reach, and double weapon.
Staff Drill (Ex): At 6th level, when a fencer using yeoman style attacks with a melee weapon, he gains a +1 bonus on attack rolls. If he is not using lunge he also gains a +1 bonus on damage. This bonus increases by +1 for every five levels beyond 6th.
Uncanny Dodge (Ex): Starting at 11th level, a fencing yeoman can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A fencer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Lightning Staff (Ex): Starting at 16th level, the yeoman can change the grip on a quarterstaff as a free action at any time. This effectively makes the quarterstaff simultaneously a two-handed, a double weapon, and a reach weapon, tough it cannot function as a double weapon at reach.
Quick Trip (Ex): A yeoman can make a trip attempt at his full attack bonus as a swift action.
Fencer Feats
Additional Fencing School (Combat)
Prerequisite: Fencing school class feature.
Benefit: Select an additional fencing school. You can use this fencing school in place of your original one. The benefits of these schools do not stack, you can only use one fencing school at any one time. You can change from one fencing school you know to another as a swift action.
Special: You can take this feat multiple times. Each time you do, you learn another fencing school.
Notes
Duelist
This is a developed version of the Duelist prestige archetype and the duelist prestige class.
Blade Binding
For an old but official version of this, see Pathfinder Campaign Setting, chapter two.
Shields
Some duelist abilities work with bucklers (notably lunge) and some with small shields (notably firentine style). Bucklers and small shields really are very similar, them main difference is in how you hold them - a Pathfinder buckler is strapped to the arm, while a small shield is held in the hand. As an optional rule, a small shield can be used as buckler by clanging the grip—a full-round action.