Difference between revisions of "Fencer (Apath)"

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'''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.  
 
'''Uncanny Dodge (Ex):''' Starting at 11th level, a fencer using Tibault can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A fencer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.  
  
'''Advanced Weapon Training (Ex):''' At 16th level, a student of Tibault can use the school with any weapon from the light blades group (see the figher's [http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Weapon-Training-Ex- weapon training] class feature for a definition of weapon groups).  
+
'''Flèche (Ex):''' At 16th level, a fencer using Tibault adds 5 ft. to his natural reach.
  
'''Crippling Critical (Ex):''' When a fencer using Tibault confirms a critical hit, he can apply one of the following penalties in addition to the damage dealt:
+
''Weapon Mastery (Ex):  
* Reduce all of the target's speeds by 10 feet (minimum 5 feet)
+
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, he cannot be disarmed.
* 1d4 points of Strength or Dexterity damage
 
* –4 penalty on all saving throws
 
* –4 penalty to Armor Class
 
* 2d6 points of bleed damage.  
 
 
 
These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
 
  
 
=== Yeoman ===
 
=== Yeoman ===

Revision as of 09:02, 25 May 2016

ApathApath Logo
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). Product identity © The Princess Bride Ltd, used without permission.

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 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.

Class Skills

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

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

These are all the class features of the fencer.

Armor and Weapon Proficiency

Fencers are proficient with all simple weapons, all martial melee weapons, and with light armor and shields (excluding tower shields). A fencer cannot use canny defense in medium or heavy armor. Deepening on the style a fencer employs, he may be further restricted to particular weapons and armor.

Fencing School

At 1st level a fencer must select a fencing school to train in. Once chosen, this cannot be changed.

Each fencing school 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, 3, 6, 11, 16, and 20.

It is possible to extend the choice of fencing schools through the Additional Fencing School feat. All decisions regarding a fencing school, such as which weapon to specialize in, are made when the ability is first gained and cannot be changed later.

Canny Defense (Ex)

A fencer adds his 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 he already knows this feat, the fencer can select any combat feat he fulfills the prerequisites for instead.

Lunge (Ex)

A fencer can use her mobility to make powerful strikes in melee with a weapon she can use with her fighting style, adding her fencer level to her damage roll. This additional damage is nor multiplied on a critical hit, but it is not precision damage and works on creatures immune to critical hits or sneak attacks.

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

Parry

At 2nd level a fencer learns to parry the melee attacks and combat maneuvers 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 parry roll. The fencer declares the use of this ability after the attack is rolled.

A fencer denied his 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 his next turn after a fencer made one or more parries, he 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 he is within reach. It is possible to parry attacks that would have missed anyway, just to trigger a riposte.

Bonus Feats

At level 5, 8, 10, 13, 15, 18, and 20, the fencer chooses a combat feat as a bonus feat. He needs to fulfill the prerequisites of these feats as normal.

Cunning Opportunist

At 9th level, the fencer may make a number of additional attacks of opportunity per round equal to his Intelligence bonus. This stacks with the benefits of Combat Reflexes.

Aggressive Defense (Ex)

At 14th level and higher a fencer can use aggressive defense. Whenever the fencer chooses to use Combat Expertise, to fight defensively, or to use total defense, he can make an attack of opportunity against any opponent within reach who misses her with a melee attack.

Fencing Mastery (Ex)

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

Requirements: Agrippa works with any melee weapon that can be used with Weapon Finesse. It does not permit the use of a off-hand weapon or any shield, but a ranged weapon can be held in the off-hand, including such things as a throwing dagger, as long as it is not used in melee.

Deceptive 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. 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.

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 and works against opponents not using weapons or otherwise immune to disarm, 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, she cannot be disarmed.

Bonetti

This is a mobile style, with an emphasis on footwork and positioning to gain an advantage. It relies on all kinds of strikes, not just the thrust.

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

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

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

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.

Double Step (Ex): At 16th level, a Bonetti 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 Bonetti can make a full-attack action as a standard action. He may also use Whirlwind Attack as a standard action if he knows the feat.

Capo Ferro

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

Requirements: Capo Ferro requires a 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 his natural reach.

Crippling Critical (Ex): When a 20th level fencer using Capo Ferro confirms a critical hit, he can apply one of the following penalties in addition to the damage dealt:

  • Reduce all of the target's speeds by 10 feet (minimum 5 feet)
  • 1d4 points of Strength or Dexterity damage
  • –4 penalty on all saving throws
  • –4 penalty to Armor Class
  • 2d6 points of bleed damage.

These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

Carranza

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

Requirements: Carranza 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 Carranza 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 Carranza gains a +1 bonus on parries and ripostes for each empty square of open ground adjacent to both her and the attacker.

Evasion (Ex): At 11th level and higher, a Carranza fencer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Carranza fencer is wearing light armor or no armor.

Improved Evasion (Ex) At 9th level, a Carranza fencer's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless fencer does not gain the benefit of improved evasion.

Crippling Critical (Ex): When a 20thy level fencer using Carranza confirms a critical hit, he can apply one of the following penalties in addition to the damage dealt:

  • reduce all of the target's speeds by 10 feet (minimum 5 feet)
  • 1d4 points of Strength or Dexterity damage
  • –4 penalty on all saving throws
  • –4 penalty to Armor Class
  • 2d6 points of bleed damage.

These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

Firentine

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

Requirements: Firentine requires two weapons, both of which can be used with Weapon Finesse. The off-hand weapon can be a small shield. Note that two-weapon fighting does not combine with lunge, as lunge only works with a single melee weapon. The normal penalties for attacking with two weapons apply to all Firentine maneuvers.

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

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

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

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

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

Ghisliero

The Ghisliero or concentric school views the battlefield as a series of concentric circles around the fencer. It focuses on situation awareness and combating many opponents simultaneously.

Requirements: Ghisliero requires a melee weapon from the light blades group. 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 him 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 his attacker when he is the target of a melee attack. This is executed as a disarm combat maneuver. If successful, the attack changes target to another creature in the fencer's reach—this cannot be the original attacker and need not be in the original attacker's reach. This effect replaces the normal result of a disarm. This maneuver works against opponents not using weapons or otherwise immune to disarm, and a locked glove or weapon cord provides no defense.

Whirlwing Attack (Ex): At 20th level a Ghisliero fencer can make a Whirlwind Attack (as the feat) as a standard action. He need not know the feat to do this.

Grazzi

This school claims to be universal, a combat technique applicable to all melee weapons. It is less aristocratic than many other styles. Grazzi relies on strength rather than the lunge. The basic strategy of this style is "strike fast, strike hard".

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. He must forgo the attack at his 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 he 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.

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 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 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, 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 proficient in their use. He can use a light improvised melee weapon with lunge.

Treacherous Blow (Ex): At 11th level, when a hard knocks fencer confirms a critical hit, he can attempt a dirty trick combat maneuver as a free action against the target of his critical hit.

Evasion (Ex): At 16th 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.

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.

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.

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, he can apply one of the following penalties in addition to the damage dealt:

  • reduce all of the target's speeds by 10 feet (minimum 5 feet)
  • 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws
  • –4 penalty to Armor Class
  • 2d6 points of bleed damage.

These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

Military

This is a school taught in the military, that incorporates more armor and basic fighting drill. It is seen as rigid and dull by civilian fencers, but the combination of canny defense and heavy armor can become nigh invulnerable. 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 he advances in level.

Armor Training (Ex): Starting at 2nd 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). This bonus increases by +1 for every four levels beyond 2nd.

Medium Armor (Ex): At 3rd level, a military fencer gains proficiency in medium armor and can move at his normal speed and use all fencer class abilities normally limited to light or no armor while wearing medium armor and encumbrance.

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

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, he 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. 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. He can use his gauntlet to trap the opponent's weapon even if he used his weapon for the weapon bind combat maneuver. Additionally, he 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 he is currently in a weapon bind with, he 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 him with a melee attack before the beginning of his 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.

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 his reach as a swift action. The winner can prevent the loser from using his Dexterity modifier to Armor Class against his next attack. The opponent can use his attack bonus with the attack he is using instead of Perform skill for this check if desired, but if he does so and wins he can get no benefit from his success, he 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. He must forgo the attack at his highest bonus.

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

Tibault

Tibault is a defensive school focusing on situation awareness and shifting from attack to defense at a moment's notice. This is the school most similar to modern sports fencing.

Requirements: Tibault works 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 his 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, he 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 quarter staff in combat. It is an old style developed separately from other fencing styles and unlike them in many ways.

Requirements: Yeoman style works with the club, hanbo, and quarterstaff. A quarterstaff used as a double weapon cannot use lunge.

The staff used in yeoman style is often longer than the common quarterstaff, around 8 ft., but still considered the same weapon as a regular quarterstaff.

Staff Tricks (Ex): At 2nd level, a yeoman gains a +1 bonus to CMB and CMD on trip checks. This bonus increases by +1 for every four levels after 2nd.

Agile Staff (Ex): A third level fencing yeoman can use a quarterstaff with Weapon Finesse. He can also wield a quarterstaff 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.

Staff Drill (Ex): At 6th level, when a fencer using yeoman style attacks with a melee weapon, he gains a +1 bonus on attack rolls. If he is not using lunge he also gains a +1 bonus on damage. This bonus increases by +1 for every five levels beyond 6th.

Uncanny Dodge (Ex): Starting at 11th level, a fencing yeoman can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A fencer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Lightning Staff (Ex): Starting at 16th level, the yeoman can change the grip on a quarterstaff as a free action at any time. This effectively makes the quarterstaff simultaneously a two-handed, a double, and reach weapon, tough it cannot function as a double weapon at reach.

Quick Trip (Ex): A yeoman can make a trip attempt at his full attack bonus as a swift action.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever he 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/ of a 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 feint check. 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).

Notes

Duelist

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

Blade Binding

For an old but official version of this, see Pathfinder Campaign Setting, chapter two (119).

Shields

Some fencer abilities work with bucklers (notably lunge) and some with small shields (notably firentine style). Bucklers and small shields really are very similar, them main difference is in how you hold them - a Pathfinder buckler is strapped to the arm, while a small shield is strapped to the hand. As an optional rule, a small shield can be used as buckler by changing the grip—a move action.

External Links


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