Jormengand
2017-11-11, 01:37 PM
By request. Probably better than the duellist.
The Fencer
LevelBABFortRefWillSpecial
1st+1+2+2+0Deadly Force 1d6, Canny Defence, Einhander Style
2nd+2+3+3+0Evasion
3rd+3+3+3+1First to the Fight
4th+4+4+4+1Prodigious Acrobatics
5th+5+4+4+1Deadly Force 2d6
6th+6/+1+5+5+2Unrestricted Motion
7th+7/+2+5+5+2Riposte
8th+8/+3+6+6+2Shot Deflection
9th+9/+4+6+6+3Forever in Motion
10th+10/+5+7+7+3Deadly Force 3d6
11th+11/+6/+1+7+7+3Improved Evasion
12th+12/+7/+2+8+8+4Hurling Defence
13th+13/+8/+3+8+8+4Magic Deflection
14th+14/+9/+4+9+9+4Free-Run
15th+15/+10/+5+9+9+5Deadly Force 4d6
16th+16/+11/+6/+1+10+10+5Shot Reflection
17th+17/+12/+7/+2+10+10+5Living Legend
18th+18/+13/+8/+3+11+11+6Magic Reflection
19th+19/+14/+9/+4+11+11+6Dance of Death
20th+20/+15/+10/+5+12+12+6Finishing Blow, Deadly Force 5d6
Alignment: Any
Hit Die: d10
Class Skills:
The fencer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armour Proficiency
A fencer is proficient in light armour and simple weapons. The fencer is also proficient in the rapier, the scimitar and the longsword, but not with any type of shield.
Deadly Force (Ex)
A fencer is particularly good at dealing damage with one-handed swords. When wielding a rapier, scimitar or longsword in one hand and no weapon or shield in the other, the fencer deals an extra 1d6 points of damage on each hit. This extra damage has the special quality of being true damage, which means that it cannot be prevented, resisted or mitigated by any means. True damage is mutliplied on a critical hit like normal damage.
Canny Defence (Ex)
Fencers are good at defending themselves in light armour. Fencers who wear light armour or no armour add their intelligence bonus to their armour class.
Einhander Style (Ex)
Fencers are good at wielding their signature weapons to great effect. A fencer adds his intelligence bonus to attack and damage rolls with a longsword, rapier or scimitar so long as he doesn't use a weapon or shield in the other hand.
Evasion (Ex)
From second level, a fencer who is wearing light armour or no armour takes no damage if he passes a reflex save which would normally halve the damage of an attack.
First to the Fight (Ex)
A fencer gets a +20 bonus on initiative checks starting at 3rd level.
Prodigious Acrobatics (Ex)
Starting from fourth level, a fencer gets a bonus equal to his level on climb, hide, jump, move silently, swim and tumble checks so long as he wears light or no armour.
Unrestricted Motion (Ex)
From sixth level, the fencer can charge and run over difficult terrain, and does not have to charge or run in a straight line, so long as he wears light or no armour.
Riposte (Ex)
At seventh level, the fencer gains combat reflexes as a bonus feat, and missing the fencer with an attack provokes an attack of opportunity if he is wielding a longsword, rapier or scimitar in one hand and no weapon or shield in the other.
Shot Deflection (Ex)
At eighth level, the fencer can deflect arrows (as the feat) if he is wielding a longsword, rapier or scimitar in one hand and no weapon or shield in the other, though unlike the feat the other hand doesn't need to be free. He can deflect additional arrows equal to his dexterity bonus.
Forever in Motion (Ex)
At ninth level, the fencer gains the benefits of freedom of movement so long as he wears light or no armour, though the effect isn't a spell effect.
Improved Evasion (Ex)
At eleventh level, if he is wearing light or no armour, the fencer takes half damage from an attack which would deal have damage on a successful reflex save even if he fails the save.
Hurling Defence (Ex)
At twelfth level, if the fencer makes a successful attack of opportunity against an enemy who provoked one due to his riposte class feature, he may as a free action grab and throw them up to 5 feet back, or to any of he other squares within the fencer's natural reach. The fencer needs to make an opposed strength check against the creature in order to throw them successfully, and can't throw a creature he can't lift in this way.
Magic Deflection (Ex)
At thirteenth level, if the fencer would be struck by a hostile spell which doesn't require an attack roll while he is wielding a longsword, rapier or scimitar in one hand and no weapon or shield in the other, the attacker must make a ranged touch attack roll against the fencer. If they fail, the spell does nothing to the fencer (but might hit other targets normally).
Free-Run (Ex)
At fourteenth level, the fencer can climb, jump and tumble at normal speeds, and can make a single move, withdraw, run or charge which covers up to the maximum possible distance without taking into account how that distance was covered. The fencer ignores difficult and dangerous terrain in this case.
Shot Reflection (Ex)
At sixteenth level, the fencer can reflect arrows the same way he deflects them.
Living Legend (Ex)
At seventeenth level, the fencer is so well known that almost everyone treats him favourably. Apart from the fencer's enemies, everyone is willing and possibly even eager to perform favours and provide minor goods and services free of charge.
Magic Reflection (Ex)
At eighteenth level, any magic which misses the fencer (whether due to the magic deflection or because the spell's innate attack roll failed) is reflected back onto the caster.
Dance of Death (Ex)
At nineteenth level, while wielding a longsword, rapier or scimitar in one hand and no weapon or shield in the other, a fencer can perform a dance of death. A dance of death is a full attack, but each attack in the dance of death is made in a special way. The fencer moves up to his full movement distance, ignoring foes in his path, and makes the relevant attack against each and every enemy in his path. He also makes a free trip attempt, as though he had the improved trip feat, against any target he hits (she need not make another touch attack). He then repeats this process for each other attack he is capable of making. However, he can only turn up to 120 degrees between attacks, which prevents him from cutting back and forth through the same line of enemies repeatedly.
Finishing Blow (Ex)
At twentieth level, if the fencer's attack with a longsword, rapier or scimitar hits a target, the fencer is wielding no weapon or shield in the other hand, and the target is left with 100 or fewer hit points, the attack kills the target outright as though it had done the other 110 points of damage that would kill them.
The Fencer
LevelBABFortRefWillSpecial
1st+1+2+2+0Deadly Force 1d6, Canny Defence, Einhander Style
2nd+2+3+3+0Evasion
3rd+3+3+3+1First to the Fight
4th+4+4+4+1Prodigious Acrobatics
5th+5+4+4+1Deadly Force 2d6
6th+6/+1+5+5+2Unrestricted Motion
7th+7/+2+5+5+2Riposte
8th+8/+3+6+6+2Shot Deflection
9th+9/+4+6+6+3Forever in Motion
10th+10/+5+7+7+3Deadly Force 3d6
11th+11/+6/+1+7+7+3Improved Evasion
12th+12/+7/+2+8+8+4Hurling Defence
13th+13/+8/+3+8+8+4Magic Deflection
14th+14/+9/+4+9+9+4Free-Run
15th+15/+10/+5+9+9+5Deadly Force 4d6
16th+16/+11/+6/+1+10+10+5Shot Reflection
17th+17/+12/+7/+2+10+10+5Living Legend
18th+18/+13/+8/+3+11+11+6Magic Reflection
19th+19/+14/+9/+4+11+11+6Dance of Death
20th+20/+15/+10/+5+12+12+6Finishing Blow, Deadly Force 5d6
Alignment: Any
Hit Die: d10
Class Skills:
The fencer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armour Proficiency
A fencer is proficient in light armour and simple weapons. The fencer is also proficient in the rapier, the scimitar and the longsword, but not with any type of shield.
Deadly Force (Ex)
A fencer is particularly good at dealing damage with one-handed swords. When wielding a rapier, scimitar or longsword in one hand and no weapon or shield in the other, the fencer deals an extra 1d6 points of damage on each hit. This extra damage has the special quality of being true damage, which means that it cannot be prevented, resisted or mitigated by any means. True damage is mutliplied on a critical hit like normal damage.
Canny Defence (Ex)
Fencers are good at defending themselves in light armour. Fencers who wear light armour or no armour add their intelligence bonus to their armour class.
Einhander Style (Ex)
Fencers are good at wielding their signature weapons to great effect. A fencer adds his intelligence bonus to attack and damage rolls with a longsword, rapier or scimitar so long as he doesn't use a weapon or shield in the other hand.
Evasion (Ex)
From second level, a fencer who is wearing light armour or no armour takes no damage if he passes a reflex save which would normally halve the damage of an attack.
First to the Fight (Ex)
A fencer gets a +20 bonus on initiative checks starting at 3rd level.
Prodigious Acrobatics (Ex)
Starting from fourth level, a fencer gets a bonus equal to his level on climb, hide, jump, move silently, swim and tumble checks so long as he wears light or no armour.
Unrestricted Motion (Ex)
From sixth level, the fencer can charge and run over difficult terrain, and does not have to charge or run in a straight line, so long as he wears light or no armour.
Riposte (Ex)
At seventh level, the fencer gains combat reflexes as a bonus feat, and missing the fencer with an attack provokes an attack of opportunity if he is wielding a longsword, rapier or scimitar in one hand and no weapon or shield in the other.
Shot Deflection (Ex)
At eighth level, the fencer can deflect arrows (as the feat) if he is wielding a longsword, rapier or scimitar in one hand and no weapon or shield in the other, though unlike the feat the other hand doesn't need to be free. He can deflect additional arrows equal to his dexterity bonus.
Forever in Motion (Ex)
At ninth level, the fencer gains the benefits of freedom of movement so long as he wears light or no armour, though the effect isn't a spell effect.
Improved Evasion (Ex)
At eleventh level, if he is wearing light or no armour, the fencer takes half damage from an attack which would deal have damage on a successful reflex save even if he fails the save.
Hurling Defence (Ex)
At twelfth level, if the fencer makes a successful attack of opportunity against an enemy who provoked one due to his riposte class feature, he may as a free action grab and throw them up to 5 feet back, or to any of he other squares within the fencer's natural reach. The fencer needs to make an opposed strength check against the creature in order to throw them successfully, and can't throw a creature he can't lift in this way.
Magic Deflection (Ex)
At thirteenth level, if the fencer would be struck by a hostile spell which doesn't require an attack roll while he is wielding a longsword, rapier or scimitar in one hand and no weapon or shield in the other, the attacker must make a ranged touch attack roll against the fencer. If they fail, the spell does nothing to the fencer (but might hit other targets normally).
Free-Run (Ex)
At fourteenth level, the fencer can climb, jump and tumble at normal speeds, and can make a single move, withdraw, run or charge which covers up to the maximum possible distance without taking into account how that distance was covered. The fencer ignores difficult and dangerous terrain in this case.
Shot Reflection (Ex)
At sixteenth level, the fencer can reflect arrows the same way he deflects them.
Living Legend (Ex)
At seventeenth level, the fencer is so well known that almost everyone treats him favourably. Apart from the fencer's enemies, everyone is willing and possibly even eager to perform favours and provide minor goods and services free of charge.
Magic Reflection (Ex)
At eighteenth level, any magic which misses the fencer (whether due to the magic deflection or because the spell's innate attack roll failed) is reflected back onto the caster.
Dance of Death (Ex)
At nineteenth level, while wielding a longsword, rapier or scimitar in one hand and no weapon or shield in the other, a fencer can perform a dance of death. A dance of death is a full attack, but each attack in the dance of death is made in a special way. The fencer moves up to his full movement distance, ignoring foes in his path, and makes the relevant attack against each and every enemy in his path. He also makes a free trip attempt, as though he had the improved trip feat, against any target he hits (she need not make another touch attack). He then repeats this process for each other attack he is capable of making. However, he can only turn up to 120 degrees between attacks, which prevents him from cutting back and forth through the same line of enemies repeatedly.
Finishing Blow (Ex)
At twentieth level, if the fencer's attack with a longsword, rapier or scimitar hits a target, the fencer is wielding no weapon or shield in the other hand, and the target is left with 100 or fewer hit points, the attack kills the target outright as though it had done the other 110 points of damage that would kill them.