Fencer (DnD Class)

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Fencer (DnD Class)
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Status: <-how close to completion->
Editing: Constructive edits welcome

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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

Table: The Fencer
Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
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

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 Features

All 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.


Evasion: At 2nd level, a fencer gains the Evasion ability.


One Two, Through and Through: At 2nd level, a fencer gains the One-Two, Through and Through (1-2, T&T) ability. As a standard action, a fencer wielding two weapons Weapon Finesse may apply to may make a single melee attack roll at your highest attack bonus against an opponent that they have feinted against, tripped, disarmed, or that they are flanking. If the attack is successful, they deal damage with both weapons they wield and deal an additional 1d6 damage. At every 3 levels afterward, an additional die is added to the extra damage. A fencer only applies this ability if they are not wearing medium or heavy armor, a shield, or encumbered by a heavy load.


Stunning Strike: At 3rd level, a fencer gains the Stunning Strike ability. Stunning Strike is a standard action that functions as a single attack at your highest attack bonus. Stunning Strike forces a foe damaged by your attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Int modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). You may attempt a Stunning Strike a number of times equal to your fencer level. Only creatures subject to critical hits may be effected by stunning strikes. A fencer may only attempt a Stunning Strike if they are not wearing medium or heavy armor, a shield, or encumbered by a heavy load.


Intelligent Designs: At 3rd level, a fencer gains the Intelligent Designs ability. At 3rd level, a fencer adds their Intelligence modifier, if any, to their Armor Class and to their damage rolls. At 6th level, a fencer adds their Intelligence modifier to their attack rolls. At 9th level, they add their Intelligence modifier to their trip, disarm, and feint attempts. At 12th level, a fencer adds their Intelligence modifier to any Dexterity or Strength check, including skill checks. At any time a fencer would be denied their Dexterity modifier to their Armor Class, they cannot add their Intelligence modifier to their Armor Class or any trip, disarm, or feint attempts. A fencer only applies this ability if they are not wearing medium or heavy armor, a shield, or encumbered by a heavy load.


Uncanny Dodge: At 4th level, a fencer gains the Uncanny Dodge ability. If they already have Uncanny Dodge, they automatically gain Improved Uncanny Dodge.


Point to Throat: At 7th level, a fencer gains to Point to Throat ability. As a full-round action, make a disarm attempt against an enemy with a melee weapon. If it is successful, your weapon is placed at his/her throat. You may not take an attack of opportunity while your weapon is at his throat. While your point is at an enemy's throat, if at any time the enemy attempts to take anything other than a purely mental action, you get a free coup-de-grace attempt against that enemy's flatfooted AC. While your point is at an enemy's throat, you may take no actions that are not purely mental/spoken and are considered to be delaying on your turn. Removing your weapon from an enemy's throat is a free action and may be taken at any time, usually with a parting word or two.


Improved Uncanny Dodge: At 8th level, a fencer gains the Improved Uncanny Dodge ability.


Refined Choice: At 12th level, a fencer gains added efficiency with the weapon that they favor at the cost of efficiency with weapons they don't favor. Pick either piercing or slashing weapons. You deal +1 precision damage with the selected type of weapon. Increase this bonus by +1 every two levels, to a maximum of +5 at 20th level. For every +2 bonus a fencer accumulates with a type of weapon, they gain a -1 penalty for the weapon they didn't choose. For example, a fencer chooses piercing weapons. At 18th level, that fencer gains a +4 damage with piercing weapons, at a cost of a -2 penalty to slashing weapons.


Critical Mastery: At 20th level, a fencer is a master of dealing out as much damage as possible in each strike they do. A fencer has doubled critical range for each weapon they use and deal one step up damage. For example, a fencer that uses a longsword has a critical range of 17-20 and deals x3 damage on a critical hit. This effect stacks with the keen effect or Improved Critical. A fencer only applies this ability if they are not wearing medium or heavy armor, a shield, or encumbered by a heavy load. <-Lather, rinse...->


[edit] Half-Elf Fencer Starting Package

Equipment: 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

This section needs a more complete description. For more information please look here

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

"Well, she looks all funny with her prancin' an' her pokin', but I've never seen someone jam a pigsticker that far into somethin' that deep."
—Durz Gro-Doth, Half-Orc Barbarian

<-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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