Fax Celestis
2008-12-30, 03:52 PM
HD: d8
{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers
1st | +1 | +0 | +2 | +1 | Tactical Strike, Weapon Finesse | 1
2nd | +2 | +0 | +3 | +1 | Brave Fencer | 1
3rd | +3 | +1 | +3 | +2 | Uncanny Dodge, Combat Reflexes | 2
4th | +4 | +1 | +4 | +2 | Tactical Combat | 3
5th | +5 | +1 | +4 | +3 | Brilliant Parry, Deflect Arrows | 3
6th | +6/+1 | +2 | +5 | +3 | Improved Feint | 4
7th | +7/+2 | +2 | +5 | +3 | Improved Uncanny Dodge, Tactical Advantage | 5
8th | +8/+3 | +2 | +6 | +4 | Acrobatic Charge, Adaptable Flanker | 5
9th | +9/+4 | +3 | +6 | +4 | - | 6
10th | +10/+5 | +3 | +7 | +5 | Ray Deflection | 7
11th | +11/+6/+1 | +3 | +7 | +5 | Evasion | 7
12th | +12/+7/+2 | +4 | +8 | +6 | - | 8
13th | +13/+8/+3 | +4 | +8 | +6 | Sharp Mind, Sharp Body | 9
14th | +14/+9/+4 | +4 | +9 | +6 | Spellparry | 9
15th | +15/+10/+5 | +5 | +9 | +7 | - | 10
16th | +16/+11/+6/+1 | +5 | +10 | +7 | Incredible Flanker | 11
17th | +17/+12/+7/+2 | +5 | +10 | +8 | Improved Evasion | 11
18th | +18/+13/+8/+3 | +6 | +11 | +8 | - | 12
19th | +19/+14/+9/+4 | +6 | +11 | +8 | Amazing Spellparry | 13
20th | +20/+15/+10/+5 | +6 | +12 | +9 | Doublestrike | 14[/table]
Proficiencies: A fencer is proficient with simple weapons. He is also proficient with martial weapons usable with Weapon Finesse. and with light armor, but not shields.
Skills: A fencer chooses two skill sets. He receives 4 + Int skill points per level, x4 at first level.
Prowess: A fencer receives six points of prowess per level.
Maneuvers: A fencer is capable of making precise, dangerous attacks due to his training. Maneuvers may only be used with melee finesse weapons--that is, melee weapons that interact with Weapon Finesse.
There are three kinds of maneuvers: Bases, Multipliers, and Special. Base maneuvers add an amount of damage or a bonus to attack rolls. Multipliers multiply the amount provided by the base (so that a base that added 1d6 damage coupled with a x2 multiplier would instead add 2d6 damage). Multipliers do not affect Special maneuvers unless otherwise stated. Special maneuvers add an additional effect, such as an increase to reach, a status effect, or a bull-rush.
Unless otherwise stated, maneuvers are extraordinary effects.
A fencer knows one maneuver at first level and learns more at the rate shown on the table.
Tactical Strike: As a standard action, a fencer may make a single attack, applying one Base maneuver, one Multiplier maneuver, and one Special maneuver to the attack's effects.
Weapon Finesse: At first level, a fencer gains Weapon Finesse as a bonus feat.
Brave Fencer: At second level, a fencer gains the Brave Fencer weapon style feat as a bonus feat.
Uncanny Dodge (Ex): At third level, a fencer retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a fencer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Combat Reflexes: At third level, a fencer gains the Combat Reflexes feat as a bonus feat.
Tactical Combat (Ex): At fourth level, a fencer gains the ability to apply his knowledge of combat and arms to the battlefield directly. He adds his Intelligence modifier as a shield bonus to his armor class, and also to his damage dealt with weapons when using Weapon Finesse. These bonuses apply even against touch attacks or when the fencer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, when he carries a shield, or when he carries a medium or heavy load.
Brilliant Parry (Ex): At fifth level, a fencer gains the ability to defend against bull rushes, charge attacks, trip attempts and overrun attempts. With a successful Bluff check (DC is equal to the attacker's attack roll), a fencer may resist these effects. If successful, the fencer halts the attacker in the last square in which he was in before performing the attack and prevents the effects of the attack. This ability takes the place of an attack of opportunity and consumes the fencer's attack of opportunity from the round.
If the attacker does not normally provoke an attack of opportunity from performing one of the actions listed above, the fencer still may attempt to resist the attack. However, the DC to resist the attack increases by 5.
Deflect Arrows: At fifth level, a fencer gains the Deflect Arrows feat as a bonus feat. A fencer counts wielding a finesse weapon as having one hand free for the purposes of using the feat.
Improved Feint: At sixth level, a fencer gains the Improved Feint feat as a bonus feat.
Improved Uncanny Dodge (Ex): At seventh level and higher, a fencer can no longer be flanked. This defense denies a rogue the ability to sneak attack the fencer by flanking him, unless the attacker has at least four more rogue levels than the target has fencer levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Tactical Advantage (Ex): At seventh level, a fencer understands how battles typically play out, and is prepared for them at any time. He adds his Intelligence modifier to his initiative score. He may also use his Tactical Strike ability when making an attack of opportunity.
Acrobatic Charge (Ex): At eighth level, a fencer gains the ability to charge over difficult terrain and may use their Tactical Strike ability to perform a maneuver after charging.
Adaptable Flanker (Ex): At eighth level, a fencer is able to aid his allies with harrying tactics. He counts as if he is in one square he is adjacent to when determining flanking, as well as his actual square. Altering which square the fencer targets with this ability is a free action that he can only perform on his turn. A fencer cannot flank by himself with this ability.
Ray Deflection (Su): At tenth level, a fencer can deflect incoming rays as well as he can deflect incoming arrows. Once per round, the fencer may deflect a ray by making an attack roll versus the ray's caster level + 10. If his result is greater than the caster level + 10, he may deflect the ray away from him harmlessly. Should his result exceed the caster level + 10 by five or more, he may redirect the ray to any target within 30' of himself, using the original attack roll versus the new target's AC. If his attempt fails, he is automatically struck by the ray, even if the attack roll would normally miss his AC.
Evasion (Ex): At eleventh level and higher, a 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 fencer is wearing light armor or no armor. A helpless fencer does not gain the benefit of evasion.
Sharp Mind, Sharp Body (Ex): At thirteenth level, a fencer learns how to mitigate normally heavily damaging abilities. He adds his Intelligence modifier to his Fortitude save as an insight bonus.
Spellparry (Su): At fourteenth level, a fencer can parry even incoming spells. He gains Spell Resistance equal to 10 plus 1/2 his class level plus his Intelligence modifier. If he wields a magic finesse weapon, he also adds his weapon's enhancement bonus to this value.
Incredible Flanker (Ex): At sixteenth level, a fencer acts as if he is in all squares he is adjacent to, as well as his own, when determining flanking. A fencer cannot flank by himself with this ability.
Improved Evasion (Ex): At seventeenth level, a fencer's ability to avoid attacks improves. This ability works like evasion, except that while the fencer still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless fencer does not gain the benefit of improved evasion.
Amazing Spellparry (Su): At nineteenth level, a fencer gains better insight into defending against spells. He adds any enhancement bonus his weapon possesses as an insight bonus to his saving throws against spells. If he wields two weapons, he adds the highest enhancement bonus.
Doublestrike (Ex): At twentieth level, a fencer gains the ability to perform two Tactical Strikes as a standard action. He must apply different maneuvers (base, multiplier, and special) to each attack, but both are performed at the fencer's full base attack bonus.
Maneuvers
Bases
+1d4 damage.
+1d6 damage. Minimum level: 4th
+1d8 damage. Minimum level: 7th
+2d4 damage. Minimum level: 10th
+2d6 damage. Minimum level: 13th
+2d8 damage. Minimum level: 16th
+1 attack bonus. Minimum level: 3rd
+2 attack bonus. Minimum level: 10th
+1 attack bonus, +1d4 damage. Minimum level: 10th
+1 attack bonus, +1d6 damage. Minimum level: 13th
+1 attack bonus, +1d8 damage. Minimum level: 16th
+1 round to duration of special effects with a duration. Minimum level: 8th
Multipliers
x2. Minimum level: 5th
x3. Minimum level: 10th
x5. Minimum level: 15th
x7. Minimum level: 20th
Special
The maneuver also acts as a bull-rush attempt, with a +2 bonus. Multiply this bonus by the multiplier.
The maneuver also acts as a bull-rush attempt, with a +3 bonus. Multiply this bonus by the multiplier. Minimum level: 7th
The maneuver also acts as a sunder attempt, with a +2 bonus. Multiply this bonus by the multiplier.
The maneuver also acts as a sunder attempt, with a +3 bonus. Multiply this bonus by the multiplier. Minimum level: 7th
The maneuver also acts as a disarm attempt, with a +2 bonus. Multiply this bonus by the multiplier.
The maneuver also acts as a disarm attempt, with a +3 bonus. Multiply this bonus by the multiplier. Minimum level: 7th
The maneuver also acts as a trip attempt, with a +2 bonus. Multiply this bonus by the multiplier.
The maneuver also acts as a trip attempt, with a +3 bonus. Multiply this bonus by the multiplier. Minimum level: 7th
The maneuver also inflicts a -1 Strength penalty for 1 round. Multiply the penalty but not the duration by the multiplier. Minimum level: 4th
The maneuver also inflicts a -1 Dexterity penalty for 1 round. Multiply the penalty but not the duration by the multiplier. Minimum level: 4th
The maneuver also makes the target flat-footed until their next turn.
The maneuver also increases the fencer's reach by 5' for this round.
{table=head]Level | BAB | Fort | Ref | Will | Special | Maneuvers
1st | +1 | +0 | +2 | +1 | Tactical Strike, Weapon Finesse | 1
2nd | +2 | +0 | +3 | +1 | Brave Fencer | 1
3rd | +3 | +1 | +3 | +2 | Uncanny Dodge, Combat Reflexes | 2
4th | +4 | +1 | +4 | +2 | Tactical Combat | 3
5th | +5 | +1 | +4 | +3 | Brilliant Parry, Deflect Arrows | 3
6th | +6/+1 | +2 | +5 | +3 | Improved Feint | 4
7th | +7/+2 | +2 | +5 | +3 | Improved Uncanny Dodge, Tactical Advantage | 5
8th | +8/+3 | +2 | +6 | +4 | Acrobatic Charge, Adaptable Flanker | 5
9th | +9/+4 | +3 | +6 | +4 | - | 6
10th | +10/+5 | +3 | +7 | +5 | Ray Deflection | 7
11th | +11/+6/+1 | +3 | +7 | +5 | Evasion | 7
12th | +12/+7/+2 | +4 | +8 | +6 | - | 8
13th | +13/+8/+3 | +4 | +8 | +6 | Sharp Mind, Sharp Body | 9
14th | +14/+9/+4 | +4 | +9 | +6 | Spellparry | 9
15th | +15/+10/+5 | +5 | +9 | +7 | - | 10
16th | +16/+11/+6/+1 | +5 | +10 | +7 | Incredible Flanker | 11
17th | +17/+12/+7/+2 | +5 | +10 | +8 | Improved Evasion | 11
18th | +18/+13/+8/+3 | +6 | +11 | +8 | - | 12
19th | +19/+14/+9/+4 | +6 | +11 | +8 | Amazing Spellparry | 13
20th | +20/+15/+10/+5 | +6 | +12 | +9 | Doublestrike | 14[/table]
Proficiencies: A fencer is proficient with simple weapons. He is also proficient with martial weapons usable with Weapon Finesse. and with light armor, but not shields.
Skills: A fencer chooses two skill sets. He receives 4 + Int skill points per level, x4 at first level.
Prowess: A fencer receives six points of prowess per level.
Maneuvers: A fencer is capable of making precise, dangerous attacks due to his training. Maneuvers may only be used with melee finesse weapons--that is, melee weapons that interact with Weapon Finesse.
There are three kinds of maneuvers: Bases, Multipliers, and Special. Base maneuvers add an amount of damage or a bonus to attack rolls. Multipliers multiply the amount provided by the base (so that a base that added 1d6 damage coupled with a x2 multiplier would instead add 2d6 damage). Multipliers do not affect Special maneuvers unless otherwise stated. Special maneuvers add an additional effect, such as an increase to reach, a status effect, or a bull-rush.
Unless otherwise stated, maneuvers are extraordinary effects.
A fencer knows one maneuver at first level and learns more at the rate shown on the table.
Tactical Strike: As a standard action, a fencer may make a single attack, applying one Base maneuver, one Multiplier maneuver, and one Special maneuver to the attack's effects.
Weapon Finesse: At first level, a fencer gains Weapon Finesse as a bonus feat.
Brave Fencer: At second level, a fencer gains the Brave Fencer weapon style feat as a bonus feat.
Uncanny Dodge (Ex): At third level, a fencer retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a fencer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Combat Reflexes: At third level, a fencer gains the Combat Reflexes feat as a bonus feat.
Tactical Combat (Ex): At fourth level, a fencer gains the ability to apply his knowledge of combat and arms to the battlefield directly. He adds his Intelligence modifier as a shield bonus to his armor class, and also to his damage dealt with weapons when using Weapon Finesse. These bonuses apply even against touch attacks or when the fencer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, when he carries a shield, or when he carries a medium or heavy load.
Brilliant Parry (Ex): At fifth level, a fencer gains the ability to defend against bull rushes, charge attacks, trip attempts and overrun attempts. With a successful Bluff check (DC is equal to the attacker's attack roll), a fencer may resist these effects. If successful, the fencer halts the attacker in the last square in which he was in before performing the attack and prevents the effects of the attack. This ability takes the place of an attack of opportunity and consumes the fencer's attack of opportunity from the round.
If the attacker does not normally provoke an attack of opportunity from performing one of the actions listed above, the fencer still may attempt to resist the attack. However, the DC to resist the attack increases by 5.
Deflect Arrows: At fifth level, a fencer gains the Deflect Arrows feat as a bonus feat. A fencer counts wielding a finesse weapon as having one hand free for the purposes of using the feat.
Improved Feint: At sixth level, a fencer gains the Improved Feint feat as a bonus feat.
Improved Uncanny Dodge (Ex): At seventh level and higher, a fencer can no longer be flanked. This defense denies a rogue the ability to sneak attack the fencer by flanking him, unless the attacker has at least four more rogue levels than the target has fencer levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Tactical Advantage (Ex): At seventh level, a fencer understands how battles typically play out, and is prepared for them at any time. He adds his Intelligence modifier to his initiative score. He may also use his Tactical Strike ability when making an attack of opportunity.
Acrobatic Charge (Ex): At eighth level, a fencer gains the ability to charge over difficult terrain and may use their Tactical Strike ability to perform a maneuver after charging.
Adaptable Flanker (Ex): At eighth level, a fencer is able to aid his allies with harrying tactics. He counts as if he is in one square he is adjacent to when determining flanking, as well as his actual square. Altering which square the fencer targets with this ability is a free action that he can only perform on his turn. A fencer cannot flank by himself with this ability.
Ray Deflection (Su): At tenth level, a fencer can deflect incoming rays as well as he can deflect incoming arrows. Once per round, the fencer may deflect a ray by making an attack roll versus the ray's caster level + 10. If his result is greater than the caster level + 10, he may deflect the ray away from him harmlessly. Should his result exceed the caster level + 10 by five or more, he may redirect the ray to any target within 30' of himself, using the original attack roll versus the new target's AC. If his attempt fails, he is automatically struck by the ray, even if the attack roll would normally miss his AC.
Evasion (Ex): At eleventh level and higher, a 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 fencer is wearing light armor or no armor. A helpless fencer does not gain the benefit of evasion.
Sharp Mind, Sharp Body (Ex): At thirteenth level, a fencer learns how to mitigate normally heavily damaging abilities. He adds his Intelligence modifier to his Fortitude save as an insight bonus.
Spellparry (Su): At fourteenth level, a fencer can parry even incoming spells. He gains Spell Resistance equal to 10 plus 1/2 his class level plus his Intelligence modifier. If he wields a magic finesse weapon, he also adds his weapon's enhancement bonus to this value.
Incredible Flanker (Ex): At sixteenth level, a fencer acts as if he is in all squares he is adjacent to, as well as his own, when determining flanking. A fencer cannot flank by himself with this ability.
Improved Evasion (Ex): At seventeenth level, a fencer's ability to avoid attacks improves. This ability works like evasion, except that while the fencer still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless fencer does not gain the benefit of improved evasion.
Amazing Spellparry (Su): At nineteenth level, a fencer gains better insight into defending against spells. He adds any enhancement bonus his weapon possesses as an insight bonus to his saving throws against spells. If he wields two weapons, he adds the highest enhancement bonus.
Doublestrike (Ex): At twentieth level, a fencer gains the ability to perform two Tactical Strikes as a standard action. He must apply different maneuvers (base, multiplier, and special) to each attack, but both are performed at the fencer's full base attack bonus.
Maneuvers
Bases
+1d4 damage.
+1d6 damage. Minimum level: 4th
+1d8 damage. Minimum level: 7th
+2d4 damage. Minimum level: 10th
+2d6 damage. Minimum level: 13th
+2d8 damage. Minimum level: 16th
+1 attack bonus. Minimum level: 3rd
+2 attack bonus. Minimum level: 10th
+1 attack bonus, +1d4 damage. Minimum level: 10th
+1 attack bonus, +1d6 damage. Minimum level: 13th
+1 attack bonus, +1d8 damage. Minimum level: 16th
+1 round to duration of special effects with a duration. Minimum level: 8th
Multipliers
x2. Minimum level: 5th
x3. Minimum level: 10th
x5. Minimum level: 15th
x7. Minimum level: 20th
Special
The maneuver also acts as a bull-rush attempt, with a +2 bonus. Multiply this bonus by the multiplier.
The maneuver also acts as a bull-rush attempt, with a +3 bonus. Multiply this bonus by the multiplier. Minimum level: 7th
The maneuver also acts as a sunder attempt, with a +2 bonus. Multiply this bonus by the multiplier.
The maneuver also acts as a sunder attempt, with a +3 bonus. Multiply this bonus by the multiplier. Minimum level: 7th
The maneuver also acts as a disarm attempt, with a +2 bonus. Multiply this bonus by the multiplier.
The maneuver also acts as a disarm attempt, with a +3 bonus. Multiply this bonus by the multiplier. Minimum level: 7th
The maneuver also acts as a trip attempt, with a +2 bonus. Multiply this bonus by the multiplier.
The maneuver also acts as a trip attempt, with a +3 bonus. Multiply this bonus by the multiplier. Minimum level: 7th
The maneuver also inflicts a -1 Strength penalty for 1 round. Multiply the penalty but not the duration by the multiplier. Minimum level: 4th
The maneuver also inflicts a -1 Dexterity penalty for 1 round. Multiply the penalty but not the duration by the multiplier. Minimum level: 4th
The maneuver also makes the target flat-footed until their next turn.
The maneuver also increases the fencer's reach by 5' for this round.