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View Full Version : D&D 3.x Other Willow Blade : Martial Iniator School for Mystical Fencers



Zancloufer
2017-06-04, 11:39 AM
So the Einhander/Fencer style of combat in D&D 3.x doesn't get much support. It's bad from a mechanical perspective and there isn't much support around that makes it better. So here I have made a ToB style initiator school of combat. It's probably a little powerful but on the flip side the requirement of using a one handed bladed/pointy weapon probably counters that. Somewhat. Anyway:


Willow Blade

Disciple Skill: Sleight of Hand
Disciple Weapons: Dagger, Short Sword, Rapier, Longsword.
Notes: This school was designed with an Einhander combat style in mind. Unless otherwise stated all Stances, Boosts and Manoeuvres only work with a one-handed slashing or piercing weapon. Using Two hands, a shield (not a buckler), a second weapon or a blunt weapon with these is prohibited unless specified otherwise.

New Feat / Alternate Class Feature:
Willow Blade Training
Prerequisite: Martial Initiation Level 1
Benefit: You add the Willow Blade martial adept school to your list of known schools. You also add Sleight of Hand to your class skills for all current and future classes if you do not already posses it.
Special: A Crusader, Swordsage or Warblade may select this feat for not cost at level 1 if they exchange one know school for it. IE: A Warblade may opt out of having access to the Tiger Claw School in exchange for this feat. If selected this way it counts as an alternate class feature instead of a feat.

Short List:
Level 1
Double Feign: Sleight of Hand to catch enemy flat-footed.
Sonic Fencer: Make melee attacks with 30ft range.
Follow Up (Stance): Make free disarm attempt with any attack of opportunity.
Level 2
Critical Flaw: Sleight of Hand check to threaten critical.
Overextend: (Boost): Deal +2d6+IL damage on all attacks but suffer -2 to hit.
Level 3
Lightning Fencer: Make three lightning infused strikes with one action.
Unseen Coil (Counter): Use Slight of Hand in place of Reflex Save.
Impact Law (Stance): Attacks Ignore DR and Hardness.
Level 4
Tricolour Order: Hit up to three enemies in a cone and chance to daze.
Binding Blade: Strike causes foe to drop their weapon.
Level 5
Venom Fencer: Attack three times with venomous blade.
False Front (Counter): Use Slight of Hand in place of Will Save.
Glaring Flaw (Stance): Suffer penalty to AC to counter enemy attacks with your own.
Level 6
Linear Impact: 45ft long line AoE +4d6 damage with melee attack.
Mirage Dance (Boost): Your attacks conceal your true location.
Level 7
Frozen Fencer: Make three attacks with cold damage and chance to freeze target.
Contrived Physique (Counter): Use Slight of Hand in place of Fortitude Save.
Disengage (Stance): Free 10ft step back with every attack, foes you have struck always provoke.
Level 8
Starshine (Boost): Imbue blade with Light increasing range and damage.
Critical Edge: Deadly thrust that deals damage based of number of attacks you can make.
Level 9
Prismatic Order: Attack the enemy with seven different strikes.


Full Descriptions:

Binding Blade
Willow Blade
Level: 4
Initiation Action: Standard
Range: Weapon
Target: One enemy

In their attempt to stop an attack your foe has lost grip on their weapon.

Make a normal attack against your foe as normal. If you hit they must make a reflex save (DC = 14+ Str or Dex mod) or loose grip on their weapon. Enemies that fail this save find their weapon 1d6+1 * 5 feet away in a random direction. Enemies using natural weapons or unarmed strikes instead find themselves tripped if they fail their save.

Critical Edge
Willow Blade
Level: 8
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy

You channel all your potential attacks into one devastating blow.

This manoeuvre has a multitude of effects.
First as a standard action make a single strike at your maximum BaB against a foe. Add half your Initiator level to the critical range of the weapon after feats/enchantments. IE: A 16th level Initiator using a Rapier would go from 18-20 critical threat to 10-20. With Improved Critical/Keen enchantment/spell it would increase to 7-20 (not 1-20).
Second multiply the damage of the attack by the number of possible attacks you have on a full attack. IE: With 16 BaB and haste you would normally make 5 attacks, therefore multiple damage of the strike by 5. This includes base weapon damage, and stat mods and all enchantments.
Finally: If the strike is indeed a critical you multiply all the damage by your critical multiplier, not just base weapon. IE: With our previously stated examples (Rapier + 5 attacks on a full attack) you would do 10x of your damage.


Critical Flaw
Willow Blade
Level: 2
Initiation Action: Standard
Range: Weapon
Target: One enemy

You manoeuvre your blade into an unseen hole in your opponents armour.

As a standard action make one melee attack against any enemy within reach. Before you determine whether or not you hit, roll a Sleight of hand check with a DC equal to their Armour Class. If you succeed on your Sleight of Hand Check the attack (if it hits) is considered a critical hit.

Contrived Physique (Counter)
Willow Blade
Level: 7
Initiation Action: Immediate
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self

Your stance, they way you hold yourself, how you are moving, none of it makes any sense.

You can use this manoeuvre when ever you would be required to roll a Fortitude save. Roll a slight of hand check instead of the fortitude save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.



Disengage (Stance)
Willow Blade
Level: 7
Initiation Action: Swift
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self
Duration: Stance

With lightning speed you dart away from foes your have struck inviting them into a trap.

When engaged in this stance you gain a number of benefits. First whenever you strike an opponent you may move up to 10ft without provoking any attacks of opportunity as long as you do not move closer (IE you move away or strafe). Second any enemy you have hit within the last round provokes an attack of opportunity with movement even if they take five foot steps or tumble. The only exception to this is other enemies who are currently in this stance (their 10ft steps do NOT provoke AoOs).

Double Feign
Willow Blade
Level: 1
Initiation Action: Standard
Range: Weapon
Target: One enemy

Your quick strike appears to be a feign and only too late does your enemy realize their folly.

As a standard action make one melee attack against any enemy within reach. Before you determine whether or not your hit roll a Sleight of hand check opposed by your target. If your enemy does not beat you they are considered flat-footed and loose their Dex bonus to their AC. Even enemies with uncanny dodge are effected by this manoeuvre.

False Front (Counter)
Willow Blade
Level: 5
Initiation Action: Immediate
Prerequisite: One Willow Blade Manoeuvres
Range: Personal
Target: Self

Many people have physical tells that can betray what one is thinking. You however are sending all the wrong tells.

You can use this manoeuvre when ever you would be required to roll a Will save. Roll a slight of hand check instead of the will save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.

Follow Up (Stance)
Willow Blade
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Stance

Standing ready and light on your feet you quickly capitalize on your foe's fumble.

Whenever an enemy provokes an attack of opportunity you may make a free disarm check as part of the attack of opportunity. Additionally whenever making/defending against disarm attempts in this stance you may use your Sleight of hand check in place of your grapple in any disarm checks.

Frozen Fencer (Ex/Su)
Willow Blade
Level: 7
Initiation Action: One Standard Action
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy

Your blade covered in icy death strikes at your foe three distinct times.

As part of a standard action make three attacks against any one opponent within reach. Any attack that hits deals an additional 2d6 cold damage to the target. Enemies that take damage from this manoeuvre must also make a Fortitude Save (DC = 17 + Str or Dex Mod). Those that fail the save become encased in ice for 1d4+1 rounds. While encased their are considered helpless and incapable of moving. A DC 30 strength check can break the ice early allowing the trapped creature to move again.
Note: While Ex in nature the cold damage is Su.

Glaring Flaw (Stance)
Willow Blade
Level: 5
Initiation Action: Swift
Prerequisite: Two Willow Blade Manoeuvre
Range: Personal
Target: Self
Duration Stance

You stand at an odd angle leaving a critical part of your defence wide open to attack.

While in this stance the user suffers a -10 to their AC vs melee attacks. However any enemy that attacks them provokes a parry attempt. When an enemy makes a melee attack you can counter that attack by making an attack roll of your own. If you beat the enemy's attack roll their attack is negated and you gain a free attack against them at full BaB. You can attempt to counter a number of attacks each round equal to half your initiator level.

Impact Law (Stance)
Willow Blade
Level: 3
Initiation Action: Swift
Prerequisite: One Willow Blade Manoeuvre
Range: Personal
Target: Self
Duration: Stance

The force behind a well placed strike is absolute.

While in this stance any attacks you make ignore hardness and damage reduction.

Lightning Fencer (Ex/Su)
Willow Blade
Level: 3
Initiation Action: One Standard Action
Prerequisite: One Willow Blade Manoeuvre
Range: Weapon
Target: One enemy

Striking out with lighting speed and ferocity you strike an opponent three times.

As part of a standard action make three attacks against any one opponent within reach. Any attack that hits deals an additional 1d6 lightning damage to the target.
Note: While Ex in nature the lightning damage is Su.

Linear Impact (Ex/Su)
Willow Blade
Level: 6
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: 45x5ft Line
Target: AoE

Your blow carries across the field catching a line of enemies in it's wake

As a standard action you can turn your attack into a deadly AoE. Make an attack roll against any enemy caught within your area of effect. Any enemy you hit takes full weapon damage and all enemies in the AoE take an additional 4d6 untyped damage even if you miss them.
Note: While Ex in nature the bonus damage is Su.

Mirage Dance (Boost)
Willow Blade
Level: 6
Initiation Action: Standard
Prerequisite: Two Willow Blade Manoeuvres
Range: Personal
Target: Self

Each blow you make further distorts your stance.

After using this manoeuvre any attack you make until the beginning of you next turns grants you concealment. Any attack you make, be it on your turn, or an attack of opportunity during your opponents grants you a cumulative 20% concealment. Note that this cannot grant you more than 80% total miss chance but if the enemy has a way of reducing miss chance granted by concealment/cover it can go over 80% for the final calculation. IE; If you make 5 attacks that round you would only have 80% chance to evade an attack, however if the enemy has an ability that say halves miss chance you would have 50% (100/2 = 50%).

Overextend (Boost)
Willow Blade
Level: 2
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: One Round

Reaching out more than is safe you deal extra damage at the cost of telegraphing your attacks.

As a swift action you adopt a much more forward stance increasing your damage for the round at the cost of accuracy. All attacks suffer a -2 to hit, but you deal an extra 2d6+initiator level damage on any attack that hits. This lasts until the beginning of your next round.

Prismatic Fencer (Ex/Su)
Willow Blade
Level: 9
Initiation Action: Full-Round
Prerequisite: Three Willow Blade Manoeuvres
Range: Weapon
Target: One enemy

You blade shines with an array of deadly colours as you make seven distinct strikes.

As a Full-Round attack you make seven separate attack rolls at your full BaB. In addition to doing full damage each blow is a separate colour and has a unique effect. The save DC for any given strike is 19+Str or Dex mod. All bonus effects are considered (Su).
Red: Deals +5d6 and the target must make a reflex save or combust in flames taking an additional 5d6 damage each round for 5 rounds, or until they spend a full-round putting out the fire.
Orange: Deal +5d6 sonic damage and the target must make a Fortitude Save or be Deafened for 5 rounds.
Yellow: Deals +5d6 Lighting damage and the target must make a Will save or be stunned for 5 rounds.
Green: Deals +5d6 Acid damage and the target must make a Fortitude Save or be Nauseated for 5 rounds.
Blue: Deals +5d6 Cold damage and the target must make a Reflex Save or be Slowed for 5 rounds.
Indigo: Deals +5d6 Force damage and the target must make a Will Save or be Confused for 5 rounds.
Violet: Deals +5d6 Untyped damage and you can make a targeted Dispel Magic check against the target with a dispel check of 1d20+Initiator Level. If used against a Summoned or Called creature a successful dispel check banishes them.

Sonic Fencer
Willow Blade
Level: 1
Initiation Action: One Standard Action
Range: 60ft
Target: One enemy
Duration: Instant

The force from your blade travels across the field striking enemies nowhere near you.

As a standard action you can make a melee attack against any enemy within 60ft as long as you have a direct line of sight to them.

Starshine (Boost) (Su)
Willow Blade
Level: 8
Initiation Action: Swift
Prerequisite: Three Willow Blade Manoeuvres
Range: Personal
Target: Self
Duration: 1 Round

Luminous energy floods your blade making it seem far larger than it actually is.

As a swift action you imbue your blade with pure light massively increasing it's range. For the rest of your turn the range on your weapons (and area your threaten) is increased by 5ft and then doubled. Additionally all attacks you make deal an extra 4d6 untyped damage from the massive energy imbuing your blade.

Tricolour Order
Willow Blade
Level: 4
Initiation Action: One Standard Action
Prerequisite: Three Willow Blade Manoeuvres
Range: 30ft Cone
Target: Up to Three enemies

Waving your blade you make a series of strikes against a few foes within your field of vision.

As a standard action select up to three different enemies within a 30ft cone. Making an attack roll as if they where within melee reach and deal full damage. Any enemy you hit must make a will save (DC 14+Str or Dex Mod) or be dazed for one round.

Unseen Coil (Counter)
Willow Blade
Level: 3
Initiation Action: Immediate
Range: Personal
Target: Self

By standing the wrong way you can throw off the aim of others.

You can use this manoeuvre when ever you would be required to roll a Reflex save. Roll a slight of hand check instead of the reflex save and use the result of the check to determine the save's success. You must use this manoeuvre before you roll the Fortitude save and a roll of 1 on the skill check is not an automatic failure.

Venom Fencer
Willow Blade
Level: 5
Initiation Action: One Standard Action
Prerequisite: Two Willow Blade Manoeuvres
Range: Weapon
Target: One enemy

Your venomous blade seeks to prematurely end your enemy.

As part of a standard action make three attacks against any one opponent within reach. Enemies that take damage from this manoeuvre must also make a Fortitude Save (DC = 15 + Str or Dex Mod). Those that fail the save suffer 2 constitution damage. This constitution damage is short lived and will fade after one minute. However the constitution damage does stack and is not considered a poison.



So thoughts? Concerns? Things that don't make sense? Abilities that seem out of place relative to each other?

Ziegander
2017-06-04, 12:37 PM
It works, I guess, as a martial discipline, giving appropriate powered attacks to initiators as they gain levels, but, as a fencer myself, it leaves a bad taste in my mouth that the discipline is so overtly magical compared against Iron Heart or Diamond Mind. Fencers are about speed, grace, rhythm, precision, and control. This discipline is about Sleight of Hand, making melee attacks at range, and imbuing your weapon with elemental energy. :smallconfused:

Zancloufer
2017-06-05, 08:20 PM
It works, I guess, as a martial discipline, giving appropriate powered attacks to initiators as they gain levels, but, as a fencer myself, it leaves a bad taste in my mouth that the discipline is so overtly magical compared against Iron Heart or Diamond Mind. Fencers are about speed, grace, rhythm, precision, and control. This discipline is about Sleight of Hand, making melee attacks at range, and imbuing your weapon with elemental energy. :smallconfused:

Hmm.

Hmm.

Looking at it I think I understand where you are coming from. Probably a fault on my end slightly in how it is depicted/fluffed as well. Was imagining more of a Shadow Hand/Desert Wind style school than a Iron Heart/Diamond Mind one. Part of it was that I didn't have quite enough ideas to make a pure 'mundane' one but still wanted something distinctly one-handed that worked.

On that note mind if I ask if any of the abilities are even close to fencer like? Which ones? Ideas for things that fencers would do that could be D&D manoeuvres? Might end up splitting this school in half if I get enough ideas into a distinct pair of "fencer" and more of a "spell sword" school. My biggest issue was making abilities that would actually be useful at the very higher levels.

Morphic tide
2017-06-05, 09:33 PM
On that note mind if I ask if any of the abilities are even close to fencer like? Which ones? Ideas for things that fencers would do that could be D&D manoeuvres? Might end up splitting this school in half if I get enough ideas into a distinct pair of "fencer" and more of a "spell sword" school. My biggest issue was making abilities that would actually be useful at the very higher levels.

Well, in general, fencing is about avoiding getting hit at all, using dodges and parries. The two major forms of fencing offer additional options. You have the typical one-handed style of fencing, but there's also a style of fencing that uses an off-hand dagger to parry, being used much like a buckler. Furthermore, the offensive options of fencing are largely about landing some form of hit, rather than effective hits. This is sport fencing, mind you, not the practical combat forms the sport developed from. The practical combat forms differ mainly in that they are much more generalized, ready to deal with basically any kind of weapon, with actual attacks being precise blows aiming to cripple.

All things considered, I think that Bluff would be better for the Discipline Skill, as it is the skill that Feigns in 3.5 are based on, or Sense Motive, as that is what defends against Feigns in 3.5. Slight of Hand works better for quick-draw fighting styles. For Discipline Weapons, don't forget the Punching Dagger, with its increased crit range.

Fencing is defined by its parries, dodges, feigns and lunges. A lunge, in fencing, often is a matter of backing off and intentionally upsetting your own footing to strike with low risk due to reach. In 3.5, a Lunge can be a Strike that has you make 5 ft. step and back, inviting an attack of opportunity at large penalty as you do it. A Boost to represent parries can be done as getting a Deflection bonus to your AC for a round. A Stance might let you use Strikes as Attacks of Opportunity.

The higher level stuff should be stuff like attacking against Touch AC for a stance, or making a Charge as a standard action. A 9th level Strike could be a slightly conditional save-or-die, requiring the enemy to be flatfooted or otherwise denied Dexterity to AC, you to land the regular attack against their Dexterity-absent or Flatfooted AC, and then them failing a Reflex or Constitution Save.

Parries can be turned into disarming, so a Strike that invites an Attack of Opportunity as you make a Disarm attempt with bonuses to the check and penalties to the Attack of Opportunity can be a way to work it out.

I hope this gives ideas for more proper fencing based manoeuvres.

VoodooPaladin
2017-06-05, 11:58 PM
At first glance, I kind of like the fluff. It reminds me of FFTA2's fencer class - a dodge tank with elemental attacks. Sleight of Hand is traditionally a rogue skill, but it's a pretty weak skill all things considered, so that's no strike against it.

Critical Flaw is probably overpowered. Picks are light/one-handed piercing weapons that deal x4 damage on a critical hit. Anyone with Sleight of Hand ranks can now reliably multiply their damage x4 on a hit at the cost of one feat. This may actually be better than leap attack.

sleight of hand is misspelled in Contrived Physique.

Disengage confuses me. One benefit allows you to break off from combat, the other lets you punish movement within your threatened reach better. Is this a versatility thing, where you either move away OR keep your foe locked down? Does this let you AOO a guy for moving closer to you? Does it let you AOO someone from beyond your reach? I feel the intent may be unclear.

Double Feign has some confused verbiage in that sleight of hand checked opposed by your target only implies that it is opposed by another sleight of hand check. Make an opposed sleight of hand check against your target is the traditional form used.

False Front has a copy/paste error, Fortitude save should be Will save.

Follow Up has a rules error, grapple should likely be attack bonus. You may also want to say whether or not you still take a penalty on this roll for using a light weapon, if you are.

Frozen Fencer is very powerful. Is it intended that a character can make coup de grace attempts against a creature encased in ice? Further, is it intended that the freezing effect is Ex and not Su?

Glaring Flaw is... Wall of Blades (level*.5)/turn in exchange for a penalty to AC. I'm of two minds about this. If the penalty applies to the parry attempts, it's a very risky stance that's well-suited for single combat, if rather dice-heavy in practice. If it doesn't, then it's way too good at blocking attacks. Whole enemy turns can be shut down with this alone.

Impact Law is Mountain Hammer as a stance. Mountain Hammer is actually pretty soft as a maneuver, more favored for its knot-cutting power than its combat strength. Impact Law is better in this way, as it is much faster and can be paired with other maneuvers. I am of no opinion whatsoever on this.

Is Linear Impact supposed to hit an area even in an Antimagic Field?

Prismatic Fencer is cool. Like, really cool. Good job!

Sonic Fencer is probably abusable. Standing on a mountaintop with a telescope turns you into a living ICBM.

Unseen Coil has the same copy/paste error as False Front, a Fortitude save in place of a Reflex save.

Venom Fencer is completely Ex, though every other maneuver of its style here is Ex/Su. I have no complaint about this, but is there a reason for it? I would like to know. :smallsmile:
My only major criticism discipline is that it has a lot of identical material to other disciplines. I feel this reduces its distinctiveness. It also may make DMs question its power balancing. May I suggest actively expanding upon the spellblade aspect? I find that element more distinct than the martial trickster angle.

Zancloufer
2017-06-06, 12:02 PM
At first glance, I kind of like the fluff. It reminds me of FFTA2's fencer class - a dodge tank with elemental attacks. Sleight of Hand is traditionally a rogue skill, but it's a pretty weak skill all things considered, so that's no strike against it.

To be fair a lot of diciple skills are kind of weak. No on calls out Diamond Mind for it's use of Concentration on a mundane as it at least works somewhat from the fluff side or with a gish.



Critical Flaw is probably overpowered. Picks are light/one-handed piercing weapons that deal x4 damage on a critical hit. Anyone with Sleight of Hand ranks can now reliably multiply their damage x4 on a hit at the cost of one feat. This may actually be better than leap attack.


Perhaps but remember there is a limit to how much damage you can do with a one handed weapons. I remember talking to a player about this: 4x crap damage is still crap damage. 1d6+3-4 times 4 isn't a ton of damage. Also remember that things like elemental/spell enchantments and most boosts are not multiplied by crits.



sleight of hand is misspelled in Contrived Physique.


Typos :x



Disengage confuses me. One benefit allows you to break off from combat, the other lets you punish movement within your threatened reach better. Is this a versatility thing, where you either move away OR keep your foe locked down? Does this let you AOO a guy for moving closer to you? Does it let you AOO someone from beyond your reach? I feel the intent may be unclear.


It is suppose to be a versatile thing. Think about it as Thicket of Blades but you have to hit your foe first for them to provoke, but for until the beginning of the next round they can;t move into/past your reach without provoking. It essentially lets you lock down a foe while moving away from them. If anything using both aspects at the same time work very well: You can move away/past enemies with ease and punish anyone that attempts to follow you.



Double Feign has some confused verbiage in that sleight of hand checked opposed by your target only implies that it is opposed by another sleight of hand check. Make an opposed sleight of hand check against your target is the traditional form used.


Yeah should probably mention it was suppose to be opposed by their AC or spot.



False Front has a copy/paste error, Fortitude save should be Will save.


FFFF. Typos everywhere. Internet makes for a good grammar check sometimes to :x



Follow Up has a rules error, grapple should likely be attack bonus. You may also want to say whether or not you still take a penalty on this roll for using a light weapon, if you are.


Eh. Grapple/opposed check rules confuse me sometimes even after playing 3.5 for years. Yeah should mention no penalty for light weapons there.



Frozen Fencer is very powerful. Is it intended that a character can make coup de grace attempts against a creature encased in ice? Further, is it intended that the freezing effect is Ex and not Su?


Yeah the freezing was suppose to be Su. Also it was suppose to be a Save or Suck that Cold immunity/AMFs would protect you from.



Glaring Flaw is... Wall of Blades (level*.5)/turn in exchange for a penalty to AC. I'm of two minds about this. If the penalty applies to the parry attempts, it's a very risky stance that's well-suited for single combat, if rather dice-heavy in practice. If it doesn't, then it's way too good at blocking attacks. Whole enemy turns can be shut down with this alone.


Hmm. It might be a little powerful, though do remember that it is only against melee attacks. Arrows, ranged touch attacks and simply getting ganged up on can negate it. It also competes with some other really good stances.



Impact Law is Mountain Hammer as a stance. Mountain Hammer is actually pretty soft as a maneuver, more favored for its knot-cutting power than its combat strength. Impact Law is better in this way, as it is much faster and can be paired with other maneuvers. I am of no opinion whatsoever on this.


Yet again being a stance means you have a much more limited pool to choose them from. Also I think one handed damage is weak enough that any DR shuts it down HARD. This is suppose to be a counter that is not without opportunity cost.



Is Linear Impact supposed to hit an area even in an Antimagic Field?


Yeah, but not the bonus damage.



Prismatic Fencer is cool. Like, really cool. Good job!


It's like a true finishing move.



Sonic Fencer is probably abusable. Standing on a mountaintop with a telescope turns you into a living ICBM.


As abusable as a melee weapon with a 60ft range increment is. Also you would be a really weak ICBM for damage.



Unseen Coil has the same copy/paste error as False Front, a Fortitude save in place of a Reflex save.


:x



Venom Fencer is completely Ex, though every other maneuver of its style here is Ex/Su. I have no complaint about this, but is there a reason for it? I would like to know. :smallsmile:


Not sure. It could be some sort of pressure point attack that causes temporary lapses in health. It is very hard to resist as is currently.



My only major criticism discipline is that it has a lot of identical material to other disciplines. I feel this reduces its distinctiveness. It also may make DMs question its power balancing. May I suggest actively expanding upon the spellblade aspect? I find that element more distinct than the martial trickster angle.

I might end up splitting this school in two. Might have enough ideas now to make two distinct schools: One a classic fencer that is upscaled for practical combat and another as a spellblade school.