Difference between revisions of "Fencer (Apath)"

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{{Apath}}
 
{{Apath}}
''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 [[Martial_Arts_(Apath)#Way_of_the_Mind|Way of the Mind]].''
+
Inigo Montoya: ''You are using Bonetti's Defense against me, ah? <br>
 +
Man in Black: ''I thought it fitting considering the rocky terrain. <br>
 +
Inigo Montoya: ''Naturally, you must expect me to attack with Capo Ferro? <br>
 +
Man in Black: ''Naturally, but I find that Thibault cancels out Capo Ferro. Don't you? <br>
 +
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, parrying blows and countering attacks with swift thrusts of their blades. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with thrusts of the blade. This is a martial art of the [[Martial_Arts_(Apath)#Way_of_the_Mind|Way of the Mind]].''
  
 
== Class Information ==
 
== Class Information ==
A fencers is a fighter that specializes in light armor and weapons.  
+
A fencer is an educated warrior 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.
 
'''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.
 +
 +
'''Starting Age:
 +
The fencer is an educated class and begins in the highest bracket of starting age.
  
 
'''Alignment:''' Any.
 
'''Alignment:''' Any.
  
 
'''Hit Die:''' d10.
 
'''Hit Die:''' d10.
 +
 +
'''Starting Money:
 +
3d6 × 10 gp (average 105 gp).
  
 
=== Class Skills ===
 
=== Class Skills ===
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Profession (Wis),
 
Profession (Wis),
 
Ride (Dex),
 
Ride (Dex),
Swim (Str),
+
Swim (Str).
  
 
'''Skill Ranks at Each Level:''' 2 + Int modifier.
 
'''Skill Ranks at Each Level:''' 2 + Int modifier.
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=== Armor and Weapon Proficiency ===
 
=== Armor and Weapon Proficiency ===
Fencers are proficient with all simple and martial weapons and with light armor and shields (excluding tower shields).
+
Fencers are proficient with all simple weapons, all martial melee weapons, and with light armor and shields (excluding tower shields). A fencer cannot use canny defense in medium or heavy armor. Deepening on the style a fencer employs, she 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 has special requirements that must be fulfilled to use that school in combat. 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 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, 6, 11, 16, and 20.
 +
 
 +
It is possible to extend the choice of fencing schools through the [[Fencer_(Apath)#Additional_Fencing_School | 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) ===
 
=== Canny Defense (Ex) ===
When wearing light or no armor and not using a large or tower shield, 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. An unarmed fencer cannot use this ability, even if he has natural attacks or knows the Improved Unarmed Strike feat. If a fencer is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
+
A fencer adds her Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon and in light or no armor with light encumbrance. If a fencer is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. A fencer that knows the Improved Unarmed Strike feat still cannot use canny defense unarmed, she needs a proper melee weapon to do so.
  
 
=== Weapon Finesse ===
 
=== 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.
+
A fencer gains Weapon Finesse as a bonus feat at 1st level. If she already knows this feat, the fencer can select any combat feat she fulfills the prerequisites for instead.
  
 
=== Lunge (Ex) ===
 
=== Lunge (Ex) ===
A fencer gains the ability to 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.
+
A fencer can use her mobility to make powerful strikes in melee with a weapon she can use with her fighting style, adding her fencer level to her damage roll. This additional damage is not precision damage, gets multiplied on a critical hit, and works on creatures immune to critical hits and sneak attacks.
  
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.
+
When making a lunge, a fencer cannot attack with a weapon in her other hand or use a light, heavy, or tower shield. A fencer can use a buckler with lunge, but this halves the damage bonus from lunge.
  
=== Dodge ===
+
=== Parry ===
A fencer gains Dodge as a bonus feat at 2nd level. He need not fulfill the prerequisites. If he already knows this feat, the fencer can select any combat feat he fulfills the prerequisites for instead.
+
At 2nd level a fencer learns to parry the melee attacks and combat maneuvers of other creatures. To parry an attack, the fencer makes an attack roll at her best attack bonus. If this roll is greater than the attack roll of the attacking creature, the parry succeeds and the original attack misses.
  
=== Fencing School ===
+
A fencer that is flat-footed or otherwise denied her Dexterity bonus to armor class cannot parry.
At 2nd level a fencer must select a fencing school to train in. Once chosen, this cannot be changed. Certain fencing schools have special conditions when they can be used, a fencer loses all school abilities while breaking the requirements of his school.
 
  
A fencer gains new school abilities at level 2, 3, 6, 11, 16, and 20.
+
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.  
  
=== Parry ===
+
On her next turn after a fencer made one or more parries, she is ''staggered'', and this condition cannot be prevented or removed.
At 3rd level a fencer learns to parry the attacks of other creatures. 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 attack 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 3rd level, the fencer can parry one attack per round. For every 5 levels past level 3, the fencer can parry an additional attack each round, to a maximum of four parries per round at level 18.  
+
=== Drill (Ex) ===
 +
At 3rd level, a fencer gains a +1 bonus on attack rolls when using a fencing school. This bonus increases by +1 at level 8 and every 5 levels thereafter.
  
On his next turn after a fencer made one or more parries, he is ''staggered''.
+
=== Riposte ===
 +
At 4th level, when an attack is successfully parried, the fencer can make an attack of opportunity on the attacker if she is within reach. It is possible to parry attacks that would have missed anyway, just to trigger a riposte.
  
=== Mobility ===
+
=== Bonus Feats ===
A fencer gains Mobility as a bonus feat at 4th level. He need not fulfill the prerequisites. If he already knows this feat, the fencer can select any combat feat he fulfills the prerequisites for instead.
+
At level 5, 8, 10, 13, 15, 18, and 20, the fencer chooses a combat feat as a bonus feat. She needs to fulfill the prerequisites of these feats as normal.
 
 
=== Riposte ===
 
At 5th 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.
 
  
 
=== Cunning Opportunist ===
 
=== Cunning Opportunist ===
At 7th 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.
+
At 9th level, the fencer may make a number of additional attacks of opportunity per round equal to her Intelligence bonus. This stacks with the benefits of Combat Reflexes.
 
 
=== Acrobatic Charge (Ex) ===
 
At 9th level, a fencer gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.
 
 
 
=== Bonus Feats ===
 
At level 10, and every 4 levels thereafter, the fencers chooses a combat feat as a bonus feat. He needs to fulfill the prerequisites of these feats as normal.
 
  
 
=== Aggressive Defense (Ex) ===
 
=== Aggressive Defense (Ex) ===
At 12th level and higher, if a fencer chooses to fight defensively or use total defense, he can make an attack of opportunity against any opponent within reach who misses her with a melee attack.
+
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, she can make an attack of opportunity against any opponent within reach who misses her with a melee attack.
 
 
=== No Retreat (Ex) ===
 
At 15th level, enemies adjacent to the fencer that take a withdraw action provoke an attack of opportunity from the fencer.
 
 
 
=== Deflect Arrows ===
 
At 17th level, a fencer gains the benefit of the Deflect Arrows feat when using a weapon she can use with weapon finesse. The fencer does not need a free hand to use this feat. 
 
  
 
=== Fencing Mastery (Ex) ===
 
=== Fencing Mastery (Ex) ===
At 19th level, as long as he wields a melee weapon, the fencer gains a DR 5/-.
+
At 19th level, as long as she wields a melee weapon, the fencer gains DR 5/-.
  
 
== Table: Fencer ==
 
== Table: Fencer ==
 
{|class="wikitable"
 
{|class="wikitable"
|valign="top"|'''Level'''||valign="top"|'''Base Attack Bonus'''||valign="top"|'''Fort Save'''||valign="top"|'''Ref Save'''||valign="top"|'''Will Save'''||valign="top"|'''Special'''
+
|valign="bottom"|'''Level'''||valign="bottom"|'''Base Attack Bonus'''||valign="bottom"|'''Fort Save'''||valign="bottom"|'''Ref Save'''||valign="bottom"|'''Will Save'''||valign="bottom"|'''Special'''
 
|-
 
|-
|valign="top"| 1st ||valign="top"| +1 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| Canny defense, lunge, Weapon Finesse  
+
|valign="top"| 1st ||valign="top"| +1 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| Canny defense, fencing school, lunge, Weapon Finesse  
 
|-
 
|-
|valign="top"| 2nd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| Dodge, school ability  
+
|valign="top"| 2nd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| Parry 1/round, school ability  
 
|-
 
|-
|valign="top"| 3rd ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| Parry 1/round, school ability
+
|valign="top"| 3rd ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| Drill +1
 
|-
 
|-
|valign="top"| 4th ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Mobility
+
|valign="top"| 4th ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Riposte
 
|-
 
|-
|valign="top"| 5th ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Riposte
+
|valign="top"| 5th ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Bonus feat
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| School ability  
+
|valign="top"| 6th ||valign="top"| +6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| School ability
 
|-
 
|-
|valign="top"| 7th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Cunning opportunist
+
|valign="top"| 7th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Parry 2/round
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +8/+3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| Parry 2/round
+
|valign="top"| 8th ||valign="top"| +8/+3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| Bonus feat, drill +2
 
|-
 
|-
|valign="top"| 9th ||valign="top"| +9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| Acrobatic charge
+
|valign="top"| 9th ||valign="top"| +9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| Cunning opportunist
 
|-
 
|-
|valign="top"| 10th ||valign="top"| +10/+5 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Bonus feat  
+
|valign="top"| 10th ||valign="top"| +10/+5 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Bonus feat
 
|-
 
|-
|valign="top"| 11th ||valign="top"| +11/+6/+1 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| School ability  
+
|valign="top"| 11th ||valign="top"| +11/+6/+1 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| School ability
 
|-
 
|-
|valign="top"| 12th ||valign="top"| +12/+7/+2 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Aggressive defense
+
|valign="top"| 12th ||valign="top"| +12/+7/+2 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Parry 3/round
 
|-
 
|-
|valign="top"| 13th ||valign="top"| +13/+8/+3 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Parry 3/round
+
|valign="top"| 13th ||valign="top"| +13/+8/+3 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Bonus feat, drill +3
 
|-
 
|-
|valign="top"| 14th ||valign="top"| +14/+9/+4 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| Bonus feat
+
|valign="top"| 14th ||valign="top"| +14/+9/+4 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| Aggressive defense
 
|-
 
|-
|valign="top"| 15th ||valign="top"| +15/+10/+5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| No retreat
+
|valign="top"| 15th ||valign="top"| +15/+10/+5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| Bonus feat
 
|-
 
|-
|valign="top"| 16th ||valign="top"| +16/+11/+6/+1 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| School ability  
+
|valign="top"| 16th ||valign="top"| +16/+11/+6/+1 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| School ability
 
|-
 
|-
|valign="top"| 17th ||valign="top"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Deflect Arrows
+
|valign="top"| 17th ||valign="top"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Parry 4/round
 
|-
 
|-
|valign="top"| 18th ||valign="top"| +18/+13/+8/+3 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Bonus feat, parry 4/round
+
|valign="top"| 18th ||valign="top"| +18/+13/+8/+3 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Bonus feat, drill +4
 
|-
 
|-
|valign="top"| 19th ||valign="top"| +19/+14/+9/+4 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Fencing mastery  
+
|valign="top"| 19th ||valign="top"| +19/+14/+9/+4 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Fencing mastery  
 
|-
 
|-
|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| School ability
+
|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| Bonus feat, school ability  
 
|}
 
|}
  
 
== Fencing Schools ==
 
== Fencing Schools ==
These are the fighting schools available to fencers.   
+
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 | 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. See [https://en.wikipedia.org/wiki/Camillo_Agrippa Camillio Agrippa] and [https://en.wikipedia.org/wiki/Bolognese_Swordsmanship Bolongese Swordsmanship] @ Wikipedia.
 +
 
 +
'''Requirements:''' Agrippa works with any one-handed melee weapon that can be used with Weapon Finesse. It does not permit the use of a off-hand weapon or any shield.
 +
 
 +
'''Deceptive Stance (Ex):''' At 2nd level, a fencer using Agrippa gains [[#Weapon Bind (Combat) | Weapon Bind]] as a bonus feat (ignoring prerequisites) and a +1 bonus to CMB checks to use [[#Weapon Bind (Combat) | Weapon Bind]] and on Bluff checks to feint. This bonus increases by +1 for every four levels beyond 2nd.
 +
 
 +
'''High Guard (Ex):''' At 6th level, a fencer using Agrippa gains a +4 bonus on parries.
 +
 
 +
'''Uncanny Dodge (Ex):''' Starting at 11th 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 and when an opponent successfully uses the feint action (see Combat) against her.
 +
 
 +
'''Reversal (Ex):''' At 16th level, a fencer using Agrippa can make a reversal combat maneuver as an immediate action against her attacker when she 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 and works against opponents not using weapons or otherwise immune to disarm, a basket hilt, locked glove, or weapon cord provides no defense.
 +
 
 +
'''Weapon Mastery (Ex):''' At 20th level, a fencer using agrippa improves her 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, she cannot be disarmed.
 +
 
 +
=== Bonetti  ===
 +
A school based on evasion, positioning, and always keeping your options open, the Bonetti school views the battle as a round stage as opposed to the more linear approach of most styles. As a result, Bonetti fencers move sideways more than back and forward and need more space to excel. See [https://en.wikipedia.org/wiki/Destreza Destreza] @ Wikipedia.
 +
 
 +
'''Requirements:''' Bonetti requires a piercing melee weapon from the light blades group. See the fighter's [http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Weapon-Training-Ex- weapon training] ability for the definition of weapon groups. 
 +
 
 +
'''Deceptive strike (Ex):''' At 2nd level, a fencer using Bonetti gains [[#Weapon Bind (Combat) | Weapon Bind]] as a bonus feat (ignoring prerequisites) and can make a disarm combat maneuver without triggering an attack of opportunity. He gains a +1 bonus to CMB and CMD on disarm maneuvers and on Bluff checks to feint. This bonus increases by +1 for every four levels after 2nd.
 +
 
 +
'''Sidestep (Ex):''' At 6th level, a fencer using Bonetti gains a +4 bonus on parries and ripostes if there are any empty squares of open ground adjacent to both her and the attacker.
 +
 
 +
'''Swift Feint (Ex)
 +
At 11th level, a Bonetti fencer can use Bluff to feint as a swift action.
 +
 
 +
'''Evasion (Ex):''' At 16th level and higher, a Bonetti fencer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Bonetti fencer is wearing light armor or no armor. 
 +
 
 +
'''Crippling Critical (Ex):''' When a 20th level fencer using Bonetti confirms a critical hit, she 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.
 +
 
 +
=== Capo Ferro  ===
 +
In many ways the "standard" fencing school, Capo Ferro focuses on attack speed and devastating thrusts. See [https://en.wikipedia.org/wiki/Ridolfo_Capo_Ferro Ridolfo Capo Ferro] @ Wikipedia.
 +
 
 +
'''Requirements:''' Capo Ferro requires a piercing melee weapon from the light blades group. See the fighter's weapon training ability for the definition of weapon groups.
 +
 
 +
'''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 6th 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.
 +
 
 +
'''Fleche (Ex):''' An 11th level fencer using Capo Ferro and making an attack or charge action (not a full attack) automatically confirms any critical threat.
 +
 
 +
'''Balestra (Ex):''' At 16th level, a fencer using Capo Ferro adds 5 ft. to her natural reach.
 +
 
 +
'''Crippling Critical (Ex):''' When a 20th level fencer using Capo Ferro confirms a critical hit, she 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.
 +
 
 +
=== 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. See [https://en.wikipedia.org/wiki/Frederico_Ghisliero Frederico Ghisliero] @ Wikipedia.
 +
 
 +
'''Requirements:''' Ghisliero requires a melee weapon from the light blades group. See the fighter's weapon training ability for the definition of weapon groups.
 +
 
 +
'''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 her to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
 +
 
 +
'''Uncanny Dodge (Ex):''' Starting at 6th 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.
 +
 
 +
'''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 her attacker when she 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.
 +
 
 +
'''Whirlwing Attack (Ex):''' At 20th level a Ghisliero fencer can make a [http://www.d20pfsrd.com/feats/combat-feats/whirlwind-attack-combat---final Whirlwind Attack] (as the feat) as a standard action. She 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. See [https://en.wikipedia.org/wiki/Giacomo_di_Grassi Giacomo di Grassi] @ Wikipedia.
 +
 
 +
'''Requirements:''' Grazzi works with any melee weapon except the lance, but cannot use lunge.
 +
 
 +
'''Improved Reaction (Ex):''' At 2nd level, a fencer using Grazzi gains a +1 bonus on initiative and melee weapon damage. Also, the penalty of using a melee weapon the fencer is not proficient in is reduced by 1, to a minimum of zero. This bonus increases by +1 every four levels after level two. At level 14, the Grazzi fencer becomes proficient in all melee weapons.
 +
 
 +
'''Attack on the Move (Ex):''' At 6th level, a fencer using Grazzi can combine a full-attack action with a single move. She must forgo the attack at her highest bonus.
 +
 
 +
'''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.
 +
 
 +
'''Double Step (Ex):
 +
At 16th level, a Grazzi fencer can move 10 ft. as a 5 ft. step, or take a 5 ft. step in difficult terrain.
 +
 
 +
'''Weapon Mastery (Ex):''' At 20th level, a Grazzi fencer wielding a weapon she is proficient with automatically confirms all critical threats and cannot be disarmed.
 +
 
 +
=== Hard Knocks  ===
 +
The school of life teaches harsh tricks focused on street survival. See [https://en.wikipedia.org/wiki/Savate savate] @ wikipedia for a tradition developed from street-fighting roots.
 +
 
 +
'''Requirements:''' Hard knocks works with any melee weapon that can be used with Weapon Finesse, including light improvised weapons, natural attacks, and unarmed attacks. A fencer with Improved Unarmed Strike using the school of hard knocks can use canny defense unarmed.
 +
 
 +
'''Dirty Maneuvers (Ex):''' At 2nd level, a hard knocks fencer becomes skilled at deceiving and discomfiting her opponents. She gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. She can perform these combat maneuvers without triggering an attack of opportunity. She 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 6th 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, she has a critical threat range of 18–20/×2 with any improvised weapon. She is also considered to be armed when using improvised weapons, and proficient in their use. She can use a light improvised melee weapon with lunge.
 +
 
 +
'''Treacherous Blow (Ex):''' At 11th level, when a hard knocks fencer scores a critical threat, she can attempt a dirty trick combat maneuver as a free action against the target of her critical hit. This is in addition to trying to confirm the critical hit.
 +
 
 +
'''Evasion (Ex):''' At 16th level and higher, a hard knocks fencer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.
 +
 
 +
'''Ultimate Payback (Ex):''' At 20th level, any critical threats a hard knocks fencer makes against an opponent that has attacked her in the last minute are automatically confirmed.
 +
 
 +
=== Marozzo  ===
 +
A old style focusing on two-weapon fighting, Marozzo is considered something of a dead end by fencers wishing to study multiple schools, but offers great rewards to the dedicated student. See [https://en.wikipedia.org/wiki/Achille_Marozzo Achille Marozzo] @ Wikipedia.
 +
 
 +
'''Requirements:''' Marozzo 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 Marozzo maneuvers.
 +
 
 +
'''Weapon Balance (Ex):''' Starting at 2nd level, a fencer using Marozzo gains a +1 attack and damage bonus. This bonus increases by +1 for every four levels beyond 2nd. This supercedes (does not stack with) the bonus from drill.
 +
 
 +
'''Bind and Stab (Ex):''' At 6th level a fencer using Marozzo gains a +4 bonus on attacks of opportunity performed with the off-hand weapon.
 +
 
 +
'''Case of Rapiers (Ex):''' At 11th level, a fencer using Marozzo can make one attack with both her primary and secondary weapons when she takes the attack standard action and when she makes a charge.
 +
 
 +
'''Equal Opportunity (Ex):''' At 16th level, when a fencer using Marozzo makes an attack of opportunity, she may attack once each with both her primary and secondary weapon. The off-hand attack benefits from bind and stab.
 +
 
 +
'''Deadly Defense (Ex):''' At 20th level, when a fencer using Marozzo makes a full attack, every creature that misses her with a melee attack before the beginning of her next turn provokes an attack of opportunity.
 +
 
 +
=== Mensur ===
 +
Also known as academic or dueling style, this is both a fighting style and a popular sport. Mensur fencers often have facial scars that they show off with pride. The school focuses on facing peril unflinchingly and sudden moves at the opportune time to score a hit, break through a line, or steal a flag. This is the style used by the duelist [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/duelist prestige class] and [[Duelist_(Apath)  | prestige archetype]]. See [https://en.wikipedia.org/wiki/Academic_fencing academic fencing] @ Wikipedia.
 +
 
 +
'''Requirements:''' Mensur requires a melee weapon from the light blades group that does piecing damage only. See the fighter's weapon training ability for the definition of weapon groups.  Shields are considered cowardly in this style and are not allowed.
 +
 
 +
'''Bravery (Ex):''' Starting at 2nd level, a fencer using Mensur gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond two.
 +
 
 +
'''Improved Reaction (Ex):''' At 6th level, a fencer using Mensur gains a +4 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.
 +
 
 +
'''Elaborate Defense (Ex):''' At 11th level and higher, if a fencer using Mensur chooses to fight defensively or use total defense, Combat Expertise, or Combat Prudence in combat, she gains an additional +2 dodge bonus to AC. This improves to a +4 bonus at level 16.
 +
 
 +
'''Enhanced Mobility (Ex):''' Starting at 16th level, a fencer gains a +4 dodge bonus to AC against attacks of opportunity caused when she moves out of a threatened square. This stacks with the benefits of the Mobility feat.
 +
 
 +
'''Crippling Critical (Ex):''' When a fencer using Mensur confirms a critical hit, she 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.
  
=== Agrippa ===
+
=== Military  ===
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. Agrippa does not permit the use of a off-hand weapon or any shield, but a ranged weapon can be held in the off-hand.
+
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. Military fencers usually put more emphasis on Strength than Dexterity.
* ''Deceptive strike:'' 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:'' 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 ===
+
'''Requirements:''' Military school works with any weapon from the light blades group. See the fighter's weapon training ability for the definition of weapon groups. A military fencer learns to use fencing in armor heavier than light as she advances in level.
This is a mobile style, with an emphasis on footwork and positioning to gain an advantage.
 
* ''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.
 
*  ''Enhanced Mobility (Ex) :'' Starting at 3rd level, when wearing light or no armor and not using a heavy or tower shield, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
 
* ''Positioning:'' 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.
 
* ''Rapid Attack (Ex):'' At 11th 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. This movement provokes attacks of opportunity as normal.
 
* ''Whirlwind Blitz (Ex):'' At 20th level, a fencer using bonetti can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action (if he knows the feat).
 
  
=== Capo Ferro ===
+
'''Armor Training (Ex):''' Starting at 2nd level, a military fencer learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0). This bonus increases by +1 for every four levels beyond 2nd.  
In many ways the "standard" fencing school, capo ferro focuses on attack speed and devastating thrusts.
 
* ''Improved Reaction (Ex):'' At 3rd level, a fencer using capo ferro gains a +1 bonus on initiative. This bonus increases by +1 every four levels after 3rd.
 
* ''Armor training:'' Starting at 3rd level, a fencer using capo ferro 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 five levels thereafter (8th, 13th, 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.
 
* ''Thrusting Drill:'' At 6th level, a fencer using capo ferro gains a +1 bonus on attack rolls with piercing weapons. This bonus increases to +2 at 11th level and +3 at 16th level.
 
* ''Balestra:'' At 11th level, a fencer using capo ferro adds 5 ft. to his natural reach.
 
* ''Crippling Critical (Ex):'' When a fencer using capo ferro confirms a critical hit using a piercing melee weapon, 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, or 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 ===
+
'''Medium Armor (Ex):''' At 3rd level, a military fencer gains proficiency in medium armor and can move at her normal speed and use all fencer class abilities normally limited to light or no armor while wearing medium armor and encumbrance.  
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. Firentine requires two weapons, but the off-hand weapon can be a small shield. Note that two-weapon fighting does not combine with [[#Lunge|lunge]], as lunge only works when using just one melee weapon.
 
* ''Weapon Balance (Ex):'' Starting at 2nd level, a using firentine reduces the penalties of fighting with two weapons by one point. This penalty reduction increases by +1 for every four levels beyond 2nd. This only works to negate penalties; it can never become an actual advantage and cannot overcome other kinds of penalties.
 
* ''Doublestrike (Ex):'' At 3rd level, a fencer using firentine may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. 
 
* ''Twin Blades (Ex):'' At 5th level, a fencer using firentine gains a +1 bonus on attack and damage rolls when attacking with two weapons. This bonus increases to +2 at 11th level and +3 at 16th level.
 
* ''Equal Opportunity:'' At 11th level, when a fencer using firentine makes an attack of opportunity, he may attack once each with both his primary and secondary weapon. The penalties for attacking with two weapons apply normally.
 
* ''Case of Rapiers:'' At 16th level, a fencer using firentine can make one attack with both his primary and secondary weapons when he makes a charge
 
* ''Deadly Defense (Ex):'' At 20th level, when a fencer using firentine makes a full-attack with both weapons, every creature that misses him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the fencer.
 
  
=== Hard Knocks ===
+
'''Heavy Armor (Ex):''' At 11th level, a military fencer gains proficiency in heavy armor and can move at her normal speed and use all fencer class abilities normally limited to light or no armor while wearing heavy armor and encumbrance.  
The school of life teaches harsh tricks focused on street survival.
 
* ''Dirty Maneuvers:'' 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_.28Ex.29 |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 minute. 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 an immediate 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 ===
+
'''Heavy Weapons (Ex):''' At 16th level, a military fencer can use the style with any melee weapon except the lance.
Also known as academic style or duelist style, this is also 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. Shields are considered cowardly in this style, many of its abilities do not work with a shield. This is the style used by the [[Duelist_%28Apath%29 | duelist]] prestige class and archetype.
 
* ''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 three.
 
* ''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, but functions only when wearing light or no armor and not using a shield.
 
*  ''Grace (Ex) :'' At 6th level, a duelist gains a +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing light or no armor and not using a shield.
 
*  ''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, when wearing light or no armor and not using a shield, a duelist gains an additional +4 dodge bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
 
*  ''Crippling Critical (Ex) :'' When a level 20 duelist confirms a critical hit using a weapon that can be used with Weapon Finesse, she can apply one of the penalties listed below in addition to the damage dealt. 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.
 
** 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.
 
  
=== Military ===
+
'''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, she cannot be disarmed while wielding a weapon of this type.
This is a school taught in the military, that incorporates more armor and basic fighting drill. It is seen as quaint by civilian fencers, but the combination of canny defense and heavy armor can become nigh invulnerable.
 
* ''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.
 
* ''Armor Training:'' 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:'' 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.
 
* ''Weapon Mastery (Ex):'' At 20th level, a military fencer chooses one weapon, such as the longsword, rapier, or longbow. 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 ===
+
=== Panzerfaust ===
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.
+
Panzerfaust is a fencing style incorporating the gauntlet. The gauntlet is worn on the off-hand and used defensively, like a buckler, and to grab the opponent's weapon in weapon bind and disarm maneuvers.
* ''Single-Weapon Defense:'' 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). The fencer must be using a melee weapon in one hand and cannot use a shield or two weapons. Single-weapon defense halves the bonus of [[#Lunge_.28Ex.29 |lunge]] in a round when it is used, just like a buckler does.
+
 
* ''High Guard:'' At 3rd level, a fencer using tibault gains a +4 bonus on parries.
+
'''Requirements:''' Panzerfaust works with any weapon from the light blades group wielded in the primary hand and a gauntlet or spiked gauntlet in the off hand. All attacks are made with the weapon, the glove is an enabler for the maneuvers of the style.
* ''Fencing Drill:'' At 6th level, a fencer using tibault gains a +1 bonus on attack rolls with weapons he can use with Weapon Finesse. 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.  
+
'''Deceptive Strike (Ex):''' At 2nd level, a fencer using Panzerfaust gains a +1 bonus to CMB and CMD on disarm and sunder checks and can perform these combat maneuvers without triggering attacks of opportunity. The bonus increases by +1 for every four levels beyond 2nd. 
* ''Advanced Weapon Training:'' At 16th level, a student of tibault can use Weapon Training with any one-handed slashing weapon.
+
 
* ''Crippling Critical (Ex):'' When a fencer using tibault confirms a critical hit using a weapon he can use with weapon finesse, 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, or 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.
+
'''Opportunity Disarm (Ex):''' Starting at 6th level, a fencer using Panzerfaust gains [[#Weapon Bind (Combat) | Weapon Bind]] as a bonus feat. She can use her gauntlet to trap the opponent's weapon even if she used her weapon for the weapon bind combat maneuver. Additionally, she can make a disarm or sunder combat maneuver without triggering an attack of opportunity. If using disarm or sunder as an attack of opportunity, the Panzerfaust fencer gains a +4 bonus to CMB. 
 +
 
 +
'''Bind Exploit (Ex):''' At 11th level, when a fencer using Panzerfaust attacks a creature she is currently in a weapon bind with, she gains a +4 attack bonus.
 +
 
 +
'''High Guard (Ex):''' At 16th level, a fencer using Panzerfaust gains a +4 bonus on parries.
 +
 
 +
'''Panzerfaust Rebuke (Ex):''' At 20th level, when a fencer using Panzerfaust makes a full attack, every creature that misses her with a melee attack before the beginning of her next turn provokes an attack of opportunity from the fencer.
 +
 
 +
=== Scaramouche ===
 +
Scaramouche is a highly unpredictable style that makes seemingly random twists and attacks. It is a late style specifically developed to deal with other fencing styles. Not as reactive as other styles, a scaramouche fencer seeks to dominate the action by getting opponents off-balance with unpredictable moves. The scaramouche fencer is really moving to the tune of a song, basing her pace on the rhythm of the music. If the opponent can figure out which song the scaramouche fencer is fighting to, they can predict her movements and intercept her attacks. See [https://en.wikipedia.org/wiki/Scaramouche_%281952_film%29 Scaramouche film (1952)] @ Wikipedia.
 +
 
 +
'''Requirements:''' Scaramouche works with any weapon or weapons that can be used with Weapon Finesse.
 +
 
 +
'''Allegro (Ex):''' Starting at 2nd level, a fencer using Scaramouche gains a +1 bonus on initiative. This bonus increases by +1 for every four levels after 2nd.
 +
 
 +
'''Rubato (Ex):''' Starting at 6th level, a fencer using Scaramouche can make an opposed Perform check against an opponent in her reach as a swift action. The winner can prevent the loser from using her Dexterity modifier to Armor Class against her next attack. The opponent can use her attack bonus with the attack she is using instead of Perform skill for this check if desired, but if she does so and wins she can get no benefit from her success, she only negates the maneuver.
 +
 
 +
'''Capriccio (Ex):''' At 11th level, a fencer using Scaramouche gains a +4 dodge bonus to Armor Class against attacks of opportunity caused when she moves out of a threatened square.
 +
 
 +
'''Intermezzo (Ex):''' At 16th level, a student of Scaramouche can combine a full-attack action with a single move. She must forgo the attack at her highest bonus.
 +
 
 +
'''Battaglia (Ex):''' At 20th level, a fencer using Scaramouche can make a Whirlwind Attack (as the feat) as a standard action. She need not know the feat to do this.
 +
 
 +
=== Silver  ===
 +
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. The style refereed to as "Bonetti" in the initial quote is most likely this one. See [https://en.wikipedia.org/wiki/George_Silver George Silver] @ Wikipedia.
 +
 
 +
'''Requirements:''' Silver works with any melee weapon from the light blades group. See the [http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Weapon-Training-Ex- fighter's weapon training] ability for the definition of weapon groups.
 +
 
 +
'''Agility (Ex):''' At 2nd level, a fencer using Silver gains a +1 bonus on Acrobatics checks and on saving throws made against effects that cause her to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd. 
 +
 
 +
'''Guarded Moves (Ex):''' Starting at 6th level, the Silver fencer gains a +4 dodge bonus to AC against all attacks of opportunity.
 +
 
 +
'''Rapid Attack (Ex):''' At 11th level, a fencer using Silver can combine a full-attack action with a single move. She must forgo the attack at her highest bonus but may take the remaining attacks at any point during her movement.
 +
 
 +
'''Double Step (Ex):''' At 16th level, a Silver fencer can move 10 ft. as a 5 ft. step, or take a 5 ft. step in difficult terrain.
 +
 
 +
'''Whirlwind Blitz (Ex):''' At 20th level, a fencer using Silver can make a full-attack action as a standard action. She may also use Whirlwind Attack as a standard action if she knows the feat.
 +
 
 +
=== 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. See [https://en.wikipedia.org/wiki/G%C3%A9rard_Thibault_d'Anvers Gérard Thibault d'Anvers] @ Wikipedia.
 +
 
 +
'''Requirements:''' Tibault works only with a single rapier, short sword, or sword cane. If eastern weapons are in use, it also works with the hanbo.
 +
 
 +
'''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 after level 2, to a maximum of +4 at level 18. 
 +
 
 +
'''High Guard (Ex):''' At 6th level, a fencer using Tibault gains a +4 bonus on parries.
 +
 
 +
'''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.  
 +
 
 +
'''Flèche (Ex):''' At 16th level, a fencer using Tibault adds 5 ft. to her natural reach.
 +
 
 +
'''Weapon Mastery (Ex):
 +
At 20th level, a Tibault fencer automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, she cannot be disarmed.
 +
 
 +
=== Yeoman ===
 +
This is a style developed by foresters and peasants and is decidedly lower-class in origin. It focuses on the use of the quarterstaff in combat. It is an old style developed separately from other fencing styles and unlike them in many ways. It is rare for a yeoman fencer to learn any other styles. See also [https://en.wikipedia.org/wiki/Jogo_do_pau Jogo do pau] @ Wikipedia.
 +
 
 +
'''Requirements:''' Yeoman style works with the quarterstaff only. A quarterstaff used as a double weapon cannot use lunge, but at 6th level gains drill bonus on damage as well as attack rolls. 
 +
 
 +
The staff used in yeoman style is often longer than the common quarterstaff, around 8 ft., 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 with trip checks and can make a trip combat maneuver without triggering an attack of opportunity. The 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. She can also wield a quarterstaff in 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.
 +
 
 +
'''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, and reach weapon.  The staff cannot function as a double weapon at reach.
 +
 
 +
'''Quick Trip (Ex):''' A 20th level yeoman fencer can make a trip attempt at her full attack bonus as an immediate action.
 +
 
 +
==Favored Class Bonuses==
 +
Instead of receiving an additional skill rank or hit point whenever she gains a level of quartermaster, the following races have the option of choosing an alternate bonus depending on their race.
 +
* '''Dwarf:''' Add 1/2 to the stability bonus.
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* '''Elf:''' Add 1/3 level to the number of attacks of opportunity per round.
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* '''Gnome:''' Add 1/4 to the hatred bonus.
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* '''Half-Elf:''' Gain 1/5 of an Additional Fencing School feat.
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* '''Half-Orc:''' Add 1/4 to the number of rounds you can use orc ferocity after falling to negative hit points.
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* '''Halfling:''' Add 1/2 to Acrobatics checks to avoid attacks of opportunity.
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* '''Human:''' Add 1/5 of an [[#Additional Fencing School | Additional Fencing School]] feat.
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* '''Catfolk:''' Add 1/5 daily use of cat's luck.
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* '''Goblin:''' Add 1 ft. to land speed. In combat, round this down to the nearest increment of 5 ft.
 +
* '''Hobgoblin:''' Add 1/5 to attack rolls with attacks of opportunity.
 +
* '''Kitsune:''' Add 1 daily use of ''dancing lights'' to kitsune magic. As a swift action, the kitsune can expend four uses of kitsune magic ''dancing lights'' to re-roll a failed attack roll, CMB check, or Bluff check to feint. The second roll applies, even if it is worse. 
 +
* '''Kobold:''' Add 1/6 to natural armor bonus.
 +
* '''Thiefling:''' Add 1/4 fire damage to attacks that benefit from lunge.
  
 
== Fencer Feats ==
 
== Fencer Feats ==
{{ : Additional Fencing School (General)}}
+
{{ : Additional Fencing School (General)}}  
 +
{{ : Weapon Bind (Apath) }}
 +
 
 +
== Design Notes ==
 +
This is a developed version of the [[Daredevil (5A)|Daredevil]] fighter subclass.
  
== Notes ==
+
== External Links ==
=== Blade Binding===
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* [http://www.d20pfsrd.com/feats/combat-feats/fencing-grace-combat Fencing Grace] feat.
For an old but official version of this, see Pathfinder Campaign Setting, p 119.
+
* [http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat Dervish Dance] feat.
 +
* [https://en.wikipedia.org/wiki/Scaramouche_%281952_film%29 Scaramouche film (1952)] @ Wikipedia
 +
* [https://en.wikipedia.org/wiki/History_of_fencing History of Fencing] @ Wikipedia
 +
* [https://en.wikipedia.org/wiki/Glossary_of_fencing Fencing Glossary] @ Wikipedia
  
=== Duelist ===
+
<!-- OGL -->
This is a developed version of the [[Duelist_(Apath)|Duelist]] prestige archetype and the [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/duelist duelist] prestige class.
+
<noinclude>{{OGL}}</noinclude>

Latest revision as of 09:14, 11 November 2023

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Unofficial rules compendium

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, parrying blows and countering attacks with swift thrusts of their blades. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with thrusts of the blade. This is a martial art of the Way of the Mind.

Class Information

A fencer is an educated warrior 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.

Starting Age: The fencer is an educated class and begins in the highest bracket of starting age.

Alignment: Any.

Hit Die: d10.

Starting Money: 3d6 × 10 gp (average 105 gp).

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: 2 + 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). A fencer cannot use canny defense in medium or heavy armor. Deepening on the style a fencer employs, she 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 has special requirements that must be fulfilled to use that school in combat. 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 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, 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)

A fencer adds her Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon and in light or no armor with light encumbrance. If a fencer is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. A fencer that knows the Improved Unarmed Strike feat still cannot use canny defense unarmed, she needs a proper melee weapon to do so.

Weapon Finesse

A fencer gains Weapon Finesse as a bonus feat at 1st level. If she already knows this feat, the fencer can select any combat feat she 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 her fighting style, adding her fencer level to her damage roll. This additional damage is not precision damage, gets multiplied on a critical hit, and works on creatures immune to critical hits and sneak attacks.

When making a lunge, a fencer cannot attack with a weapon in her other hand or use a light, heavy, or tower shield. A fencer can use a buckler with lunge, but this halves the damage bonus from lunge.

Parry

At 2nd level a fencer learns to parry the melee attacks and combat maneuvers of other creatures. To parry an attack, the fencer makes an attack roll at her best attack bonus. If this roll is greater than the attack roll of the attacking creature, the parry succeeds and the original attack misses.

A fencer that is flat-footed or otherwise denied her Dexterity bonus to armor class cannot parry.

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 her next turn after a fencer made one or more parries, she is staggered, and this condition cannot be prevented or removed.

Drill (Ex)

At 3rd level, a fencer gains a +1 bonus on attack rolls when using a fencing school. This bonus increases by +1 at level 8 and every 5 levels thereafter.

Riposte

At 4th level, when an attack is successfully parried, the fencer can make an attack of opportunity on the attacker if she 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. She needs to fulfill the prerequisites of these feats as normal.

Cunning Opportunist

At 9th level, the fencer may make a number of additional attacks of opportunity per round equal to her 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, she 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 she wields a melee weapon, the fencer gains 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 Drill +1
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, drill +2
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, drill +3
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, drill +4
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. See Camillio Agrippa and Bolongese Swordsmanship @ Wikipedia.

Requirements: Agrippa works with any one-handed melee weapon that can be used with Weapon Finesse. It does not permit the use of a off-hand weapon or any shield.

Deceptive Stance (Ex): At 2nd level, a fencer using Agrippa gains Weapon Bind as a bonus feat (ignoring prerequisites) and a +1 bonus to CMB checks to use Weapon Bind and on Bluff checks to feint. This bonus increases by +1 for every four levels beyond 2nd.

High Guard (Ex): At 6th level, a fencer using Agrippa gains a +4 bonus on parries.

Uncanny Dodge (Ex): Starting at 11th 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 and when an opponent successfully uses the feint action (see Combat) against her.

Reversal (Ex): At 16th level, a fencer using Agrippa can make a reversal combat maneuver as an immediate action against her attacker when she 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 and works against opponents not using weapons or otherwise immune to disarm, a basket hilt, locked glove, or weapon cord provides no defense.

Weapon Mastery (Ex): At 20th level, a fencer using agrippa improves her 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, she cannot be disarmed.

Bonetti

A school based on evasion, positioning, and always keeping your options open, the Bonetti school views the battle as a round stage as opposed to the more linear approach of most styles. As a result, Bonetti fencers move sideways more than back and forward and need more space to excel. See Destreza @ Wikipedia.

Requirements: Bonetti requires a piercing melee weapon from the light blades group. See the fighter's weapon training ability for the definition of weapon groups.

Deceptive strike (Ex): At 2nd level, a fencer using Bonetti gains Weapon Bind as a bonus feat (ignoring prerequisites) and can make a disarm combat maneuver without triggering an attack of opportunity. He gains a +1 bonus to CMB and CMD on disarm maneuvers and on Bluff checks to feint. This bonus increases by +1 for every four levels after 2nd.

Sidestep (Ex): At 6th level, a fencer using Bonetti gains a +4 bonus on parries and ripostes if there are any empty squares of open ground adjacent to both her and the attacker.

Swift Feint (Ex) At 11th level, a Bonetti fencer can use Bluff to feint as a swift action.

Evasion (Ex): At 16th level and higher, a Bonetti fencer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Bonetti fencer is wearing light armor or no armor.

Crippling Critical (Ex): When a 20th level fencer using Bonetti confirms a critical hit, she 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.

Capo Ferro

In many ways the "standard" fencing school, Capo Ferro focuses on attack speed and devastating thrusts. See Ridolfo Capo Ferro @ Wikipedia.

Requirements: Capo Ferro requires a piercing melee weapon from the light blades group. See the fighter's weapon training ability for the definition of weapon groups.

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 6th 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.

Fleche (Ex): An 11th level fencer using Capo Ferro and making an attack or charge action (not a full attack) automatically confirms any critical threat.

Balestra (Ex): At 16th level, a fencer using Capo Ferro adds 5 ft. to her natural reach.

Crippling Critical (Ex): When a 20th level fencer using Capo Ferro confirms a critical hit, she 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.

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. See Frederico Ghisliero @ Wikipedia.

Requirements: Ghisliero requires a melee weapon from the light blades group. See the fighter's weapon training ability for the definition of weapon groups.

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 her to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.

Uncanny Dodge (Ex): Starting at 6th 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.

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 her attacker when she 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.

Whirlwing Attack (Ex): At 20th level a Ghisliero fencer can make a Whirlwind Attack (as the feat) as a standard action. She 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. See Giacomo di Grassi @ Wikipedia.

Requirements: Grazzi works with any melee weapon except the lance, but cannot use lunge.

Improved Reaction (Ex): At 2nd level, a fencer using Grazzi gains a +1 bonus on initiative and melee weapon damage. Also, the penalty of using a melee weapon the fencer is not proficient in is reduced by 1, to a minimum of zero. This bonus increases by +1 every four levels after level two. At level 14, the Grazzi fencer becomes proficient in all melee weapons.

Attack on the Move (Ex): At 6th level, a fencer using Grazzi can combine a full-attack action with a single move. She must forgo the attack at her highest bonus.

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.

Double Step (Ex): At 16th level, a Grazzi fencer can move 10 ft. as a 5 ft. step, or take a 5 ft. step in difficult terrain.

Weapon Mastery (Ex): At 20th level, a Grazzi fencer wielding a weapon she is proficient with automatically confirms all critical threats and cannot be disarmed.

Hard Knocks

The school of life teaches harsh tricks focused on street survival. See savate @ wikipedia for a tradition developed from street-fighting roots.

Requirements: Hard knocks works with any melee weapon that can be used with Weapon Finesse, including light improvised weapons, natural attacks, and unarmed attacks. A fencer with Improved Unarmed Strike using the school of hard knocks can use canny defense unarmed.

Dirty Maneuvers (Ex): At 2nd level, a hard knocks fencer becomes skilled at deceiving and discomfiting her opponents. She gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. She can perform these combat maneuvers without triggering an attack of opportunity. She 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 6th 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, she has a critical threat range of 18–20/×2 with any improvised weapon. She is also considered to be armed when using improvised weapons, and proficient in their use. She can use a light improvised melee weapon with lunge.

Treacherous Blow (Ex): At 11th level, when a hard knocks fencer scores a critical threat, she can attempt a dirty trick combat maneuver as a free action against the target of her critical hit. This is in addition to trying to confirm the critical hit.

Evasion (Ex): At 16th level and higher, a hard knocks fencer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.

Ultimate Payback (Ex): At 20th level, any critical threats a hard knocks fencer makes against an opponent that has attacked her in the last minute are automatically confirmed.

Marozzo

A old style focusing on two-weapon fighting, Marozzo is considered something of a dead end by fencers wishing to study multiple schools, but offers great rewards to the dedicated student. See Achille Marozzo @ Wikipedia.

Requirements: Marozzo 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 Marozzo maneuvers.

Weapon Balance (Ex): Starting at 2nd level, a fencer using Marozzo gains a +1 attack and damage bonus. This bonus increases by +1 for every four levels beyond 2nd. This supercedes (does not stack with) the bonus from drill.

Bind and Stab (Ex): At 6th level a fencer using Marozzo gains a +4 bonus on attacks of opportunity performed with the off-hand weapon.

Case of Rapiers (Ex): At 11th level, a fencer using Marozzo can make one attack with both her primary and secondary weapons when she takes the attack standard action and when she makes a charge.

Equal Opportunity (Ex): At 16th level, when a fencer using Marozzo makes an attack of opportunity, she may attack once each with both her primary and secondary weapon. The off-hand attack benefits from bind and stab.

Deadly Defense (Ex): At 20th level, when a fencer using Marozzo makes a full attack, every creature that misses her with a melee attack before the beginning of her next turn provokes an attack of opportunity.

Mensur

Also known as academic or dueling style, this is both a fighting style and a popular sport. Mensur fencers often have facial scars that they show off with pride. The school focuses on facing peril unflinchingly and sudden moves at the opportune time to score a hit, break through a line, or steal a flag. This is the style used by the duelist prestige class and prestige archetype. See academic fencing @ Wikipedia.

Requirements: Mensur requires a melee weapon from the light blades group that does piecing damage only. See the fighter's weapon training ability for the definition of weapon groups. Shields are considered cowardly in this style and are not allowed.

Bravery (Ex): Starting at 2nd level, a fencer using Mensur gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond two.

Improved Reaction (Ex): At 6th level, a fencer using Mensur gains a +4 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.

Elaborate Defense (Ex): At 11th level and higher, if a fencer using Mensur chooses to fight defensively or use total defense, Combat Expertise, or Combat Prudence in combat, she gains an additional +2 dodge bonus to AC. This improves to a +4 bonus at level 16.

Enhanced Mobility (Ex): Starting at 16th level, a fencer gains a +4 dodge bonus to AC against attacks of opportunity caused when she moves out of a threatened square. This stacks with the benefits of the Mobility feat.

Crippling Critical (Ex): When a fencer using Mensur confirms a critical hit, she 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. Military fencers usually put more emphasis on Strength than Dexterity.

Requirements: Military school works with any weapon from the light blades group. See the fighter's weapon training ability for the definition of weapon groups. A military fencer learns to use fencing in armor heavier than light as she advances in level.

Armor Training (Ex): Starting at 2nd level, a military fencer learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0). 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 her normal speed and use all fencer class abilities normally limited to light or no armor while wearing medium armor and encumbrance.

Heavy Armor (Ex): At 11th level, a military fencer gains proficiency in heavy armor and can move at her normal speed and use all fencer class abilities normally limited to light or no armor while wearing heavy armor and encumbrance.

Heavy Weapons (Ex): At 16th level, a military fencer can use the style with any melee weapon except the lance.

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, she cannot be disarmed while wielding a weapon of this type.

Panzerfaust

Panzerfaust is a fencing style incorporating the gauntlet. The gauntlet is worn on the off-hand and used defensively, like a buckler, and to grab the opponent's weapon in weapon bind and disarm maneuvers.

Requirements: Panzerfaust works with any weapon from the light blades group wielded in the primary hand and a gauntlet or spiked gauntlet in the off hand. All attacks are made with the weapon, the glove is an enabler for the maneuvers of the style.

Deceptive Strike (Ex): At 2nd level, a fencer using Panzerfaust gains a +1 bonus to CMB and CMD on disarm and sunder checks and can perform these combat maneuvers without triggering attacks of opportunity. The bonus increases by +1 for every four levels beyond 2nd.

Opportunity Disarm (Ex): Starting at 6th level, a fencer using Panzerfaust gains Weapon Bind as a bonus feat. She can use her gauntlet to trap the opponent's weapon even if she used her weapon for the weapon bind combat maneuver. Additionally, she can make a disarm or sunder combat maneuver without triggering an attack of opportunity. If using disarm or sunder as an attack of opportunity, the Panzerfaust fencer gains a +4 bonus to CMB.

Bind Exploit (Ex): At 11th level, when a fencer using Panzerfaust attacks a creature she is currently in a weapon bind with, she gains a +4 attack bonus.

High Guard (Ex): At 16th level, a fencer using Panzerfaust gains a +4 bonus on parries.

Panzerfaust Rebuke (Ex): At 20th level, when a fencer using Panzerfaust makes a full attack, every creature that misses her with a melee attack before the beginning of her next turn provokes an attack of opportunity from the fencer.

Scaramouche

Scaramouche is a highly unpredictable style that makes seemingly random twists and attacks. It is a late style specifically developed to deal with other fencing styles. Not as reactive as other styles, a scaramouche fencer seeks to dominate the action by getting opponents off-balance with unpredictable moves. The scaramouche fencer is really moving to the tune of a song, basing her pace on the rhythm of the music. If the opponent can figure out which song the scaramouche fencer is fighting to, they can predict her movements and intercept her attacks. See Scaramouche film (1952) @ Wikipedia.

Requirements: Scaramouche works with any weapon or weapons that can be used with Weapon Finesse.

Allegro (Ex): Starting at 2nd level, a fencer using Scaramouche gains a +1 bonus on initiative. This bonus increases by +1 for every four levels after 2nd.

Rubato (Ex): Starting at 6th level, a fencer using Scaramouche can make an opposed Perform check against an opponent in her reach as a swift action. The winner can prevent the loser from using her Dexterity modifier to Armor Class against her next attack. The opponent can use her attack bonus with the attack she is using instead of Perform skill for this check if desired, but if she does so and wins she can get no benefit from her success, she only negates the maneuver.

Capriccio (Ex): At 11th level, a fencer using Scaramouche gains a +4 dodge bonus to Armor Class against attacks of opportunity caused when she moves out of a threatened square.

Intermezzo (Ex): At 16th level, a student of Scaramouche can combine a full-attack action with a single move. She must forgo the attack at her highest bonus.

Battaglia (Ex): At 20th level, a fencer using Scaramouche can make a Whirlwind Attack (as the feat) as a standard action. She need not know the feat to do this.

Silver

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. The style refereed to as "Bonetti" in the initial quote is most likely this one. See George Silver @ Wikipedia.

Requirements: Silver works with any melee weapon from the light blades group. See the fighter's weapon training ability for the definition of weapon groups.

Agility (Ex): At 2nd level, a fencer using Silver gains a +1 bonus on Acrobatics checks and on saving throws made against effects that cause her to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.

Guarded Moves (Ex): Starting at 6th level, the Silver fencer gains a +4 dodge bonus to AC against all attacks of opportunity.

Rapid Attack (Ex): At 11th level, a fencer using Silver can combine a full-attack action with a single move. She must forgo the attack at her highest bonus but may take the remaining attacks at any point during her movement.

Double Step (Ex): At 16th level, a Silver fencer can move 10 ft. as a 5 ft. step, or take a 5 ft. step in difficult terrain.

Whirlwind Blitz (Ex): At 20th level, a fencer using Silver can make a full-attack action as a standard action. She may also use Whirlwind Attack as a standard action if she knows the feat.

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. See Gérard Thibault d'Anvers @ Wikipedia.

Requirements: Tibault works only with a single rapier, short sword, or sword cane. If eastern weapons are in use, it also works with the hanbo.

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 after level 2, to a maximum of +4 at level 18.

High Guard (Ex): At 6th level, a fencer using Tibault gains a +4 bonus on parries.

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.

Flèche (Ex): At 16th level, a fencer using Tibault adds 5 ft. to her natural reach.

Weapon Mastery (Ex): At 20th level, a Tibault fencer automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, she cannot be disarmed.

Yeoman

This is a style developed by foresters and peasants and is decidedly lower-class in origin. It focuses on the use of the quarterstaff in combat. It is an old style developed separately from other fencing styles and unlike them in many ways. It is rare for a yeoman fencer to learn any other styles. See also Jogo do pau @ Wikipedia.

Requirements: Yeoman style works with the quarterstaff only. A quarterstaff used as a double weapon cannot use lunge, but at 6th level gains drill bonus on damage as well as attack rolls.

The staff used in yeoman style is often longer than the common quarterstaff, around 8 ft., 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 with trip checks and can make a trip combat maneuver without triggering an attack of opportunity. The 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. She can also wield a quarterstaff in 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.

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, and reach weapon. The staff cannot function as a double weapon at reach.

Quick Trip (Ex): A 20th level yeoman fencer can make a trip attempt at her full attack bonus as an immediate action.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever she gains a level of quartermaster, the following races have the option of choosing an alternate bonus depending on their race.

  • Dwarf: Add 1/2 to the stability bonus.
  • Elf: Add 1/3 level to the number of attacks of opportunity per round.
  • Gnome: Add 1/4 to the hatred bonus.
  • Half-Elf: Gain 1/5 of an Additional Fencing School feat.
  • Half-Orc: Add 1/4 to the number of rounds you can use orc ferocity after falling to negative hit points.
  • Halfling: Add 1/2 to Acrobatics checks to avoid attacks of opportunity.
  • Human: Add 1/5 of an Additional Fencing School feat.
  • Catfolk: Add 1/5 daily use of cat's luck.
  • Goblin: Add 1 ft. to land speed. In combat, round this down to the nearest increment of 5 ft.
  • Hobgoblin: Add 1/5 to attack rolls with attacks of opportunity.
  • Kitsune: Add 1 daily use of dancing lights to kitsune magic. As a swift action, the kitsune can expend four uses of kitsune magic dancing lights to re-roll a failed attack roll, CMB check, or Bluff check to feint. The second roll applies, even if it is worse.
  • Kobold: Add 1/6 to natural armor bonus.
  • Thiefling: Add 1/4 fire damage to attacks that benefit from lunge.

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.

Weapon Bind (Combat)

Benefit: You can make a weapon bind maneuver without triggering an attack of opportunity. This works as a disarm maneuver, and gains any bonuses that apply to a disarm, but the results are different. Instead of disarming your opponent, you bind the opponent’s weapon (or one weapon of choice against an opponent using several weapons). This maneuver works against opponents using natural weapons or otherwise immune to disarm, and a locked glove or weapon cord provides no defense. If you have Greater Disarm, trapping a weapon causes the opponent to trigger an attack of opportunity just as a successful disarm would.

If you succeed you ensnare a weapon of your choice, preventing your foe from using that weapon until the end of your next turn. If your CMB check exceeds the CMD of the target by 10 or more, two of the targets limbs are entangled. A foe can take a standard action to free its weapon(s).

Design Notes

This is a developed version of the Daredevil fighter subclass.

External Links


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