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Thread: The Fencer (3.5 Base Class, PEACH)

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    Bugbear in the Playground
    Join Date
    Sep 2011
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    Default The Fencer (3.5 Base Class, PEACH)

    This is my first serious attempt at a base class. I appreciate all critiques.

    That said, here's the Fencer.

    Fencer-

    Fencers are armed monks. They regard swordplay as an art, and often devote their lives to perfecting it. To them, every nuance and flourish in a battle is a symphony, and it is their job to perfect the work. As a rule, they despise inefficiency in their art, and fight with an economy that no fighter can match.

    Adventures- Fencers often take up adventuring in an attempt to test their prowess. They typically care little for the rewards and excitement that adventuring may bring, and see it as a single test which they must strive to complete.
    Alignment- Any. Although most famous fencers are lawful in alignment, any person can learn to fence.
    Religion- Fencers rarely worship a single god, though they may give occasional homage to gods of strength, wit or knowledge.
    Background- Rare is the self taught fencer. Most fencers learn their art from a master over the course of many years, in return for essentially being his slave. They only leave his service when they feel that they need what he cannot provide.
    Fencers see each other as walking tests. It is common for two fencers to make each other’s acquaintance by dueling.
    Races- Elves are most commonly fencers. Their long lives allow them to perfect and learn about their art to a greater degree than any other race. Humans and half-elves are occasionally fencers, though their comparatively short life-times makes it difficult for them to achieve mastery in fencing before the effects of old-age catch up to them.
    Among other races, fencers are almost unheard of.
    Other Classes- Fencers deal with individuals free of bias, for the most part. They typically monitor their relationships in regard to who they seem useful. If a fencer believes that another person is hampering his art, he will sever the relationship without a second thought.

    {table=head]
    Level | BAB | Ref | Will | Fort | Special

    1 | +1 | +2 | +0 | +0 | Canny Defense, Weapon Finesse, Called Blow, Precise Strike +1d6
    2 | +2 | +3 | +0 | +0 | Defensive Stance
    3 | +3 | +3 | +1 | +1 | Insightful Strike, Duel
    4 | +4 | +4 | +1 | +1 | Precise Strike +2d6, Keen Eyes
    5 | +5 | +4 | +1 | +1 | Combat Expertise
    6 | +6 | +5 | +2 | +2 | Evasive Reflexes, Called Shot (Hand and Foot)
    7 | +7 | +5 | +2 | +2 | Precise Strike +3d6, Circular Parry
    8 | +8 | +6 | +2 | +2 | Improved Dueling, Fleche
    9 | +9 | +6 | +3 | +3 | Explosion of Blows, Insightful Feint
    10 | +10 | +7 | +3 | +3 | Masterful Parry, Precise Strike +4d6
    11 | +11 | +7 | +3 | +3 | Called Shot (Body Center)
    12 | +12 | +8 | +4 | +4 | Aggressive Feint
    13 | +13 | +8 | +4 | +4 | Precise Strike +5d6
    14 | +14 | +9 | +4 | +4 | Masterful Dueling
    15 | +15 | +9 | +5 | +5 | Displacement
    16 | +16 | +10 | +5 | +5 | Precise Strike +6d6
    17 | +17 | +10 | +5 | +5 | Upset Rhythm
    18 | +18 | +11 | +6 | +6 | Called Shot (Head)
    19 | +19 | +11 | +6 | +6 | Precise Strike +7d6
    20 | +20 | +12 | +6 | +6 | Critical Mastery
    [/table]

    Game Rule Information-
    Fencers have the following game statistics.
    Abilities- Dexterity and Intelligence determine the AC of the fencer, as well as his chance to hit. Constitution is necessary for greater hit points as well as an improved fortitude save.
    Alignment- Any
    Hit Die- d10
    Class skills of the fencer are as follows- Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Any) (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Any) (Wis), Search (int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
    Skill points at first level- (6+Int modifier)*4
    Skill Points at each additional level- 6+Int Modifier

    Weapon and Armor Proficiency- The Fencer is proficient all simple and martial weapons. A fencer gains no proficiency with armor.

    Canny Defense- When not wearing armor or using a shield, a fencer adds 1 point of Intelligence bonus (if any) per fencer class level to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a fencer is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

    Weapon Finesse- As the feat

    Called Blow- A fencer may chose any attack to be a called blow. If he does, he will deal damage normally but cannot reduce an opponents health to below 0.

    Precise Strike- At 1st level, and every three levels after, a fencer gains the ability to strike precisely with a light or one-handed piercing weapon, dealing an extra 1d6 damage + 1d6 per three levels after first. Note that this is not extra damage- it is an increase to the base damage dealt, and thus is multiplied on critical hits.

    When making a precise strike, a fencer cannot use a shield. A fencer’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

    Defensive Stance- As a full-round action, the fencer may focus his attention against one target. Should the target attempt to attack the fencer in melee, he and the fencer make opposed attack rolls. Should the target succeed, the attack is carried out as normal, but with a +2 bonus to attack and damage. Should the fencer succeed, the attack is diverted and the fencer may make an immediate attack of opportunity against the target. This attack of opportunity counts against the fencer's Attacks of Opportunity per round, but does not prevent the fencer from making another attack of opportunity against the target. This ability only functions while the fencer is armed.

    Insightful Strike- Starting at third level, the fencer adds his intelligence bonus (if any) to damage.

    Duel- If, in a given round, the fencer attacks only one target and is attacked by only that target, he may chose to enter a duel with that target. While in a duel, the fencer gains a +4 dodge bonus to AC against his target, but a -2 penalty to AC against all other combatants. In addition, he gains an +4 insight bonus to bluff and intimidate checks used to feint and demoralize that target, as well as a +2 Insight bonus to attack. Should his target flee (in game terms, take an entire round without taking any offensive or defensive action against the fencer), the duel is ended and the fencer gains a +2 Morale Bonus to attack, damage, saves, skills and initiative for a number of rounds equal to his fencer class level. A duel may be entered by the fencer 3+Int Modifier times per day.

    If another combatant succeeds in hitting the fencer, the fencer must make a DC 25 Concentration check or the duel ends. Should the duel end in this fashion, the fencer gains no morale bonuses.

    The duel can be ended as a free action, should the fencer will it.

    At 8th level, the fencer no longer takes a penalty to AC vs. attacks from creatures other than his target. At fourteenth level, he may enter a duel any number of times per day.

    Keen Eyes (Su) Starting at 4th level, the fencer's becomes so perceptive that he can strike those that he may otherwise have missed. Whenever he suffers a miss chance on his attack roll, the fencer rolls twice and takes the better result. Starting at 12th level, the fencer ignores cover (but not total cover) and suffers no miss chance from concealment or total concealment on his attack roll. He must still target the correct square when attacking an opponent he cannot see.

    Combat Expertise- as per the feat. If the fencer already has expertise, he may select any feat which has it as a prerequisite, provided that he meets the prerequisites.

    Called Shot- Starting at sixth level, the fencer gains the ability to make called shots. As a standard action, the fencer may make a single attack at his full base attack bonus, with a penalty depending on where he's aiming for. This attack will produce a unique effect based on where the fencer hits, according to the following.

    Hand- When using this ability, the fencer deals 1d6 extra precise strike damage. In addition, the fencer may chose to immediately make a disarm check against his target which does not provoke attacks of opportunity. Using this called shot bestows a -2 penalty to attack.

    Foot- The target must succeed a Reflex save (DC 10+1/2 Fencer's Level+Dex Modifier) or be caught flat-footed by this attack. If they fail their save, the fencer may deal half again the normal precise strike damage, rounded down. Their speed is then reduced by 10 ft. for 1 round/fencer class level. This called shot bestows a -2 to attack,

    Body Center- Upon a successful hit, the target must succeed a Fortitude save (DC 10+1/2 Fencer's Class Level+Fencer's Dex Mod) or be stunned for one round. Should they fail this save, the fencer may take an immediate attack of opportunity against them. This called shot bestows a -4 to attack,

    Head- The target must succeed a Reflex Save, DC 10+1/2 Fencer's Level+Fencer's Dex modifier, or take double damage from the attack and be blinded for rounds equal to the fencer's dex mod. Should they fail this save by more than 10, they are instead blinded for days equal to the fencer's dex mod, and permanently lose one eye of the fencer's choosing. This called shot bestows a -8 to attack.

    Evasive Reflexes- The fencer may, once per round, take a five foot as an immediate action. However, he is treated as having taken a move action in his next turn, as if he had moved his base movement speed. Should the fencer use this ability in reaction to attack, the attack automatically misses.

    Circular Parry- At 7th level, the fencer gains the ability to make a circular parry. By expending one of his attacks of opportunity for the round, he may attempt to deflect any ranged attack targeted at him. The fencer must make an opposed attack roll against the projectile. On a success, he deflects the attack, preventing it from hitting him. This ability can also be used to deflect a magic missile or similar spells. The fencer must attempt an attack roll against a caster level check of the caster. On a success, the attack is diverted away from the fencer. This ability can be used validly on any spell which requires a ranged attack, such as lightning bolt or disintegrate, but not on area spells like fireball. Additionally, it can affect magic missile.

    This ability must be used after the action has been declared, but before attacks have been rolled.

    Fleche As a full-round action, the fencer may attempt to fleche against any target within his base land speed-10 ft. Firstly, he charges his target. This movement provokes no attacks of opportunity. He may then make a single attack against his opponent at his full base attack bonus, with the +2 from charging. The opponent must succeed a DC 10+Fencer Level reflex save or be caught flat footed by this attack. If the target fails his save, he is shaken for one round. After the attack is resolved, the fencer continues to move 10 ft. in a straight line past the target.

    Explosion of Blows- As a full-round action, a fencer of 9th level or higher may make an explosion of blows. In order to use this ability, he must first make a full-round action studying his opponent. For the duration of his next turn, the fencer may, as a swift action, take a full attack against any one opponent within his reach. His target is considered flat-footed against all of these attacks.

    Insightful Feint- The fencer gains the Improved Feint feat as a bonus feat. If he already has this feat, he may instead chose any feat for which he meets the prerequisites. Should the fencer succeed in feinting against a target, his next attack deals double damage. Note that this benefit is provided only after the fencer feints. The fencer still deals damage as normal against creatures who are flat-footed for other reasons.

    Masterful Parry- Starting at tenth level, when the fencer fights defensively he may take a -2 to attack and double the dodge bonus provided by fighting defensively.

    Aggressive Feint- Starting at eleventh level, the fencer can manipulate his opponents into falling for his feints more easily. If any creature was dealt damage by the fencer, they gain a penalty to sense motive checks to not fall for his feints equal to half his fencer level. This penalty does not stack with itself, and lasts for five rounds.

    Displacement Starting at 15th level, the fencer's steps allow him to glide over the ground. He gains a permanent +10 ft. untyped bonus to his base land speed. In addition, any time where he would normally be permitted to take a five foot step, he may instead move ten feet. This movement need not be in a line, provided that he does not end in the square he originally occupied.

    Upset Rhythm- In battle, an opponent can only retreat at a certain rate. The fencer may take advantage of this by following his opponent at a slightly faster rate, upsetting his movement and gaining a free attack in the process. Leaving a square threatened by a fencer, even when withdrawing or making a five foot step, provokes an attack of opportunity from the fencer. It is still possible to tumble, but DCs are increased by the fencer's level. If the attack of opportunity hits, the fencer may, as an immediate action, move into the target's square. The target must then make a reflex save (DC 10+Fencer Level) or fall prone. On a success, the target is instead shunted aside to a square adjacent to the fencer.

    Critical Mastery- Starting at 20th level, when wielding a weapon with which he can precise strike, the fencer may chose to either double the critical threat range of the weapon, or to improve the damage dealt by one step. For example, while wielding a rapier, he may opt to either have a 15-20 x2 critical or a 18-20 x3 critical. Although this ability stacks with keen or improved critical, it cannot increase a weapon's threat range beyond 15-20 and cannot increase the multiplier beyond x4.
    Last edited by Othesemo; 2011-12-20 at 07:36 PM.
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