Difference between revisions of "Fencer (Apath)"

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=== Agrippa ===
 
=== 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. 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.
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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, including such things as a throwing dagger, as long as it is not used in melee.
 
* ''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.  
 
* ''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.
 
* ''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.

Revision as of 09:39, 10 May 2014

ApathApath Logo
Unofficial rules compendium

Fencers represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, fencers charge nimbly across the battlefield. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade. This is a martial art of the Way of the Mind.

Class Information

A fencers is a fighter that specializes in light armor and weapons.

Role: Fencers fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities.

Alignment: Any.

Hit Die: d10.

Class Skills

The fencer's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Swim (Str),

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

These are all the class features of the fencer.

Armor and Weapon Proficiency

Fencers are proficient with all simple and martial weapons and with light armor and shields (excluding tower shields).

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.

Weapon Finesse

A fencer gains Weapon Finesse as a bonus feat at 1st level. If he already knows this feat, the fencer can select any combat feat he fulfills the prerequisites for instead.

Lunge (Ex)

A fencer 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.

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.

Dodge

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.

Fencing School

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.

Parry

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.

On his next turn after a fencer made one or more parries, he is staggered.

Mobility

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.

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

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.

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)

At 12th level and higher, if a fencer chooses to use Combat Expertise, 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.

Fencing Mastery (Ex)

At 19th level, as long as he wields a melee weapon, the fencer gains a DR 5/-.

Table: Fencer

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Canny defense, lunge, Weapon Finesse
2nd +2 +3 +3 +0 Dodge, school ability
3rd +3 +3 +3 +1 Parry 1/round, school ability
4th +4 +4 +4 +1 Mobility
5th +5 +4 +4 +1 Riposte
6th +6/+1 +5 +5 +2 School ability
7th +7/+2 +5 +5 +2 Cunning opportunist
8th +8/+3 +6 +6 +2 Parry 2/round
9th +9/+4 +6 +6 +3 Acrobatic charge
10th +10/+5 +7 +7 +3 Bonus feat
11th +11/+6/+1 +7 +7 +3 School ability
12th +12/+7/+2 +8 +8 +4 Aggressive defense
13th +13/+8/+3 +8 +8 +4 Parry 3/round
14th +14/+9/+4 +9 +9 +4 Bonus feat
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+1 +10 +10 +5 School ability
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, parry 4/round
19th +19/+14/+9/+4 +11 +11 +6 Fencing mastery
20th +20/+15/+10/+5 +12 +12 +6 School ability

Fencing Schools

These are the fighting schools available to fencers.

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. 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, including such things as a throwing dagger, as long as it is not used in melee.

  • 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

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

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

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, as lunge only works when using just one melee weapon.

  • Weapon Balance (Ex): Starting at 2nd level, a fencer using firentine gains a +1 attack bonus when fighting with two weapons. This bonus increases by +1 for every four levels beyond 2nd.
  • 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.
  • Case of Rapiers: At 11th level, a fencer using firentine can make one attack with both his primary and secondary weapons when he makes a charge
  • Equal Opportunity: At 16th level, when a fencer using firentine makes an attack of opportunity, he may attack once each with both his primary and secondary weapon. The penalties for attacking with two weapons apply normally.
  • 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

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.
  • 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

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 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

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

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.

  • 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 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.
  • 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.
  • 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.

Fencer Feats

Additional Fencing School (Combat)

Prerequisite: Fencing school class feature.

Benefit: Select an additional fencing school. You can use this fencing school in place of your original one. The benefits of these schools do not stack, you can only use one fencing school at any one time. You can change from one fencing school you know to another as a swift action.

Special: You can take this feat multiple times. Each time you do, you learn another fencing school.

Notes

Blade Binding

For an old but official version of this, see Pathfinder Campaign Setting, p 119.

Duelist

This is a developed version of the Duelist prestige archetype and the duelist prestige class.