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==Lunge Techniques==
==Lunge Techniques==
Every 3 levels, the Fencer can pick a new Lunge Technique from the following list. All of them only work while the Fencer is Fencing:
- Advancing Steps
When a Fencer lands a critical hit, they get a 10% movespeed increase for a number of round equal to their Fencer level.
- Piercing Blow
Each time a Fencer strikes, a nearby adjacent enemy is also hit for 1d4 damage.
- Continuity
When a Fencer lands a critical hit, any additional critical hits scored in the same 6-second period gain an additional critical multiplier of 1.
- Insightful Critical
When a Fencer lands a critical hit, double all damage from Insightful Strike for the 6-second period following the critical.
- Provoke
Taunt is done as an AoE instead of as a targetted ability.
- Pierce the Soul
When a Fencer hits a target that is critical-hit immune, they deal an extra 1d4 damage.
- Pierce the Flesh
When a Fencer lands a critical hit on a target, they inflict 10% Piercing Vulnerability for a number of rounds equal to their Fencer level.
- Surprise Attack
All critical hits scored by the Fencer on Attacks of Opportunity gain an additional critical multiplier of 1.
- Cunning Heart
The Fencer adds half their Intelligence to their Fortitude saves.
- Razor Focus
The Fencer adds half their Intelligence to their Will Saves.
- Mobility
- Spring Attack
- Blind Fight
- Disarm


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Revision as of 22:00, 16 March 2024

Fencer
Fencer.jpg

Alignment: Any
HP/Level: 10 + CON
Armor (Light), Weapons (Martial, Simple)
Skill Points: 6 + INT
Saves: Ref High, Fort Low, Will Low
BAB: +1
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Background

The Fencer, a paragon of elegance and precision in combat, wields her blade with unmatched finesse, effortlessly navigating the chaos of battle. With swift footwork and keen intellect, she strikes with calculated precision, exploiting every opportunity to turn the tide of conflict in her favor.

Mechanics

Alignment: Any

Hit Points: 10 + CON per level

Proficiencies: Armor (Light), Weapon (Martial, Simple)

Skill Points: 6 + INT modifier per level, (6+INT)*4 at 1st level

Class Skills: Concentration, Bluff, Discipline, Heal, Persuade, Intimidate, Lore, Parry, Taunt, and Tumble.

Save Progression: Ref High, Fort Low, Will Low

Attack Bonus: +1 per level

Level Progression

Level BAB Fort Ref Will Feats
1 1 0 2 0 Weapon Finesse, Duelist Stance (+1 AC)
2 2 0 3 0 Deflect Arrows
3 3 1 3 1 Finesse Training, Lunge Technique (1)
4 4 1 4 1 Insightful Strike
5 5 1 4 1 Uncanny Dodge I
6 6 2 5 2 Lunge Technique(2), Duelist Stance(+2 AC)
7 7 2 5 2 Evasion
8 8 2 6 2
9 9 3 6 3 Lunge Technique(3), Feint
10 10 3 7 3 Duelist Stance(+3 AC), Prets? Allez!
11 11 3 7 3
12 12 4 8 4
13 13 4 8 4
Fencer Feats
Fencing All of a fencer's abilities require that she is:
  • wearing light armor
  • wielding nothing in her off-hand
  • using a finessable weapon.

This is called 'Fencing'. A failure to meet these conditions will negate the bonuses.

Duelist Stance A Fencer gains a +1 dodge bonus to AC as long as she is fencing. The bonus increases by 1 for every 5 levels the Fencer possesses.
Finesse Training Whenever the Fencer makes a successful melee attack with a weapon in one hand, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.
Insightful Strike She applies her Intelligence bonus to damage rolls (in addition to any Dexterity bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier.

Targets immune to sneak attacks are immune to the Fencer’s insightful strike.

Prets? Allez! Every time the fencer lands a critical hit, the counter on this feat increases by one. When it has reached ten, the fencer may activate the feat.

On activation of this feat, attack rolls are made against all enemies in a 30-meter radius centered on the fencer. These enemies take damage as normal and must make a Fortitude save (DC 10 + half of the fencer’s level + her Charisma modifier) or be inflicted with the Blind and Entangled status effects for a number of rounds equal to half of the fencer’s level.

Feint While wielding any light or finessable weapon, a fencer can use feints to deceive her opponents by launching one or more fake attacks, forcing her opponents to strain themselves with unnecessary defensive moves.

Once per round, on a successful hit, a DC is automatically rolled of the fencer's intelligence modifier + 1/2 fencer level + the highest of persuade, bluff, or intimidate / 5 against the opponent’s reflex save (ignores spellcraft bonus).

A successful feint will force the opponent to fight more defensively, dropping their strength by the fencer's base intelligence modifier (unbuffed) for round / level of the fencer. This ability stacks on repeated failed saves.

Lunge Techniques

Every 3 levels, the Fencer can pick a new Lunge Technique from the following list. All of them only work while the Fencer is Fencing:

- Advancing Steps When a Fencer lands a critical hit, they get a 10% movespeed increase for a number of round equal to their Fencer level.

- Piercing Blow Each time a Fencer strikes, a nearby adjacent enemy is also hit for 1d4 damage.

- Continuity When a Fencer lands a critical hit, any additional critical hits scored in the same 6-second period gain an additional critical multiplier of 1.

- Insightful Critical When a Fencer lands a critical hit, double all damage from Insightful Strike for the 6-second period following the critical.

- Provoke Taunt is done as an AoE instead of as a targetted ability.

- Pierce the Soul When a Fencer hits a target that is critical-hit immune, they deal an extra 1d4 damage.

- Pierce the Flesh When a Fencer lands a critical hit on a target, they inflict 10% Piercing Vulnerability for a number of rounds equal to their Fencer level.

- Surprise Attack All critical hits scored by the Fencer on Attacks of Opportunity gain an additional critical multiplier of 1.

- Cunning Heart The Fencer adds half their Intelligence to their Fortitude saves.

- Razor Focus The Fencer adds half their Intelligence to their Will Saves.

- Mobility - Spring Attack - Blind Fight - Disarm


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