Fencer (DnD Class)
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[edit] The Fencer
Fencers are swashbuckling swordsmen who specialize in fighting smart rather than fighting strong. They use a combination of agility, intellect, and strength to get the upper hand on enemies and deal as much damage in a situation while remaining mobile. Fencers are strikers, able to do good amounts of damage to specific targets and get out of the way when they need to.
Fencers derive their skills from skill and training. Most train under a master, but even those who are self-taught devise drills to keep them on their toes. Fencers serve as personal retainers or go-men, sometimes as bodyguards. Many fencers turn to adventuring to test their finely-honed skills and for the challenge. A fencer may also see adventuring as a simple job, or may be willing to risk their lives in return for a large rewards.
[edit] Making a Fencer
Fencers can hit hard, able to use two weapons and with the extra damage they can deal. They are mobile and fast, with a decent amount of health. They somewhat lack a defense, only using light armor and not being able to use a shield and only having one good save. They work best in conjunction with someone that they can flank with and can protect them when things get ugly, like a fighter or a barbarian.
Abilities: Fencers need to be foremost smart and deft, so having a high Intelligence and Dexterity is a must. A high Constitution lets them have more health and improves their Fortitude, which is good for a melee class. Charisma lets them feint better and function as a face. Strength let's a fencer deal more damage, although it loses importance at later levels. Wisdom is less important for fencers.
Races: Most fencers are humans, elves, or half-elves, although halflings also been known to fence. Gnome fencers are often also bards or rogues, wanting to be able to pull even more trickery. Dwarves and half-orcs are hard-pressed to be fencers, as they might be too slow or not smart enough.
Alignment: Fencers can be of any alignment. Chaotic fencers are wanderers who adventure as a way to propel their lives, while a lawful fencer may be a guardian with a distinct purpose. Good fencers want to see the world a better place, and want to use their skills to do so. An evil fencer may simply want, acting as highwaymen and simply taking what they can..
Starting Gold: 6d4 x 10 (Average 150 gp)
Starting Age: "Moderate" ("As fighter")
Hit Die: d8
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | |||||||||||||||||||||||||||||||||||||||||||
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| 1st | +1 | +0 | +2 | +0 | Bonus Feat, Evasion | |||||||||||||||||||||||||||||||||||||||||||
| 2nd | +2 | +0 | +3 | +0 | Bonus Feat, One-Two, Through and Through(1-2, T&T) 1d6 | |||||||||||||||||||||||||||||||||||||||||||
| 3rd | +3 | +1 | +3 | +1 | Stunning Strike, Intelligent Designs (AC and Damage rolls) | |||||||||||||||||||||||||||||||||||||||||||
| 4th | +4 | +1 | +4 | +1 | Uncanny Dodge | |||||||||||||||||||||||||||||||||||||||||||
| 5th | +5 | +1 | +4 | +1 | 1-2, T&T 2d6 | |||||||||||||||||||||||||||||||||||||||||||
| 6th | +6/+1 | +2 | +5 | +2 | Bonus Feat, Intelligent Designs (Attack rolls) | |||||||||||||||||||||||||||||||||||||||||||
| 7th | +7/+2 | +2 | +5 | +2 | Point to Throat | |||||||||||||||||||||||||||||||||||||||||||
| 8th | +8/+3 | +2 | +6 | +2 | Improved Uncanny Dodge, 1-2, T&T 3d6 | |||||||||||||||||||||||||||||||||||||||||||
| 9th | +9/+4 | +3 | +6 | +3 | Intelligent Designs (Trip/Disarm/Feint attempts) | |||||||||||||||||||||||||||||||||||||||||||
| 10th | +10/+5 | +3 | +7 | +3 | ||||||||||||||||||||||||||||||||||||||||||||
| 11th | +11/+6/+1 | +3 | +7 | +3 | Bonus Feat, 1-2, T&T 4d6 | |||||||||||||||||||||||||||||||||||||||||||
| 12th | +12/+7/+2 | +4 | +8 | +4 | Intelligent Designs (Dex/Str-based skill checks), Refined Choice +1 | |||||||||||||||||||||||||||||||||||||||||||
| 13th | +13/+8/+3 | +4 | +8 | +4 | ||||||||||||||||||||||||||||||||||||||||||||
| 14th | +14/+9/+4 | +4 | +9 | +4 | 1-2, T&T 5d6, Refined Choice +2 | |||||||||||||||||||||||||||||||||||||||||||
| 15th | +15/+10/+5 | +5 | +9 | +5 | ||||||||||||||||||||||||||||||||||||||||||||
| 16th | +16/+11/+6/+1 | +5 | +10 | +5 | Refined Choice +3 | |||||||||||||||||||||||||||||||||||||||||||
| 17th | +17/+12/+7/+2 | +5 | +10 | +5 | 1-2, T&T 6d6 | |||||||||||||||||||||||||||||||||||||||||||
| 18th | +18/+13/+8/+3 | +6 | +11 | +6 | Refined Choice +4 | |||||||||||||||||||||||||||||||||||||||||||
| 19th | +19/+14/+9/+4 | +6 | +11 | +6 | ||||||||||||||||||||||||||||||||||||||||||||
| 20th | +20/+15/+10/+5 | +6 | +12 | +6 | Critical Mastery, Refined Choice +5, 1-2, T&T 7d6 | |||||||||||||||||||||||||||||||||||||||||||
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Skill Points 4 + Int modifier (4 + Int modifier per level; ×4 at 1st level). Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Perform, Spot, Search, Sense Motive, Sleight of Hand, Tumble, Use Rope
[edit] Class FeaturesAll of the following are class features of the fencer. Weapon and Armor Proficiency: The fencer is proficient with all simple weapons, as well as the longsword, the shortsword, the rapier, the scimitar, and the hand axe. The fencer is proficient with light armor, but not shields. If a fencer uses shields, medium or light armor, or is encumbered by a load, they lose most of their abilities.
Bonus Feats: A fencer gains a number of bonus feats, even if they do not meet the requirements. 1st level: At 1st level, a fencer gains Weapon Finesse as a bonus feat. 2nd level: At 2nd level, a fencer gains Two-Weapon Fighting as a bonus feat. 6th level: At 6th level, a fencer gains Improved Two-Weapon Fighting as a bonus feat. 11th level: At 11th level, a fencer gains Greater Two-Weapon Fighting as a bonus feat.
[edit] Half-Elf Fencer Starting PackageEquipment: Rapier (1d6 18-20/x2), shortsword (1d6 19-20/x2), light crossbow (1d8 19-20/x2), crossbow bolts (20), Studded Leather Armor (+3 AC, -1 check) Skill Selection: Pick a number of class skills skills equal to 4 + Int modifier. Feat: Combat Expertise. Gold: 4d6 x 10 minus cost of gear [edit] Campaign Information[edit] Playing a Fencer
Religion: Fencers are bound to no one religion, but often follow gods of power like Kord or gods of knowledge. Other Classes: Fencers get along well with fighters, rangers, and rogues, as they work well with them and adapt to roles that they don't fit, better putting their skills to use. They fit together well with any of the other classes, though, as they have no predisposition that makes them come into conflict. Combat: Fencers are strikers. They get in, deal damage, then get out. They are best when they maintain mobility and use trips, feints, and disarms to bring their opponent into disadvantage, then cripple them for it.
[edit] Fencers in the World
<-Where characters of this class fit in a d20 world.-> Daily Life: Fencers work as fighting instructors, soldiers, and often adventurers. They might be retainers held by nobles as a more presentable bodyguard than a giant brute in clunky plate armor, or as a highwayman that picks off traders on lonely roads. Notables: Many nobles take up fencing, as it is seen as elegant and civilized. There have even been famous fencers outside the d20 world, like Zorro. Organizations: Fencers can be found in many organizations, like fighter clans and thieves' guilds. There are many schools for fencing, where masters teach further generations the arts of fencing. NPC Reactions: Most NPCs see fencers as they see fighters, letting their reputation and appearance dictate their reaction. Some might think them more civilized than a normal fighter, or might think that they are a rogue and shun them. |
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