Fencer
Fencers rely on superior footing and weapon handling technique to dispatch their opponents. Fencers Specialize in light armor and weaponry and excel at close quarters one-on-one combat. They are outfitted with a variety of movement and precision combat abilities.
Fencers rely on superior footing and weapon handling technique to dispatch their opponents. Fencers Specialize in light armor and weaponry and excel at close quarters one-on-one combat. They are outfitted with a variety of movement and precision combat abilities. Dexterity or Strength should be a Fencer’s highest Attribute, followed by Charisma or Wisdom.
Playing a Fencer
XP Cost : 4 Prerequisites : DEX 14
Meet the Prerequisites and pay this Archetype's XP cost to gain the following:
Training
Gain Training in Fine Motor and 2 of the following Skills: Athletics, Acrobatics, Charm, Debate, Intimidate or Perception.
Gain training in the use of 3 Melee, Ranged or Thrown Weapon Types of your choice.
Equipment
Acquire a Common or Uncommon Suit of Light Armor of your choice.
Acquire 2 Common or Uncommon Melee, Ranged or Thrown Weapons of your choice.
Acquire a Common or Uncommon Bundle of your Choice.
Ability
Fencing Tactics You gain +2 Damage on all Melee and Ranged Attacks vs targets wearing light or no armor but not against Beasts.
Reaction Attacks you make that Hit, force the Medium or smaller creature to make a DEX Saving Throw with the DC equal to your Maneuver Save DC. If they fail they are Slowed or Knocked Prone, your choice. If they Succeed, they are unaffected.
Archetype Ability
Narrow Profile The target of your Narrow Profile always receives a -2 to Hit you with AC Targeting Attacks, Abilities or Spells.
Narrow profile is always active during combat and you may designate a target of you Narrow Profile at no Action Cost when you Roll Initiative.
You may also change the target of this ability using your Reaction(s) or Motion(s).
Traits and Abilities
Purchase with XP
Traits
Nimble
XP Cost: 2 Prerequisites: Fencer
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Fencer
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resiliant
XP Cost: 2 Prerequisites: Fencer
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Basic Maneuvers
XP Cost : 1 Prerequisites : Fencer
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Expert Maneuvers
XP Cost : 2 Prerequisites : Fencer, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Special Maneuvers
XP Cost : 3 Prerequisites : Fencer, Expert Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Paper Profile
XP Cost : 3 Prerequisites : Fencer
Your Narrow Profile Bonus is increased to -3 to Hit you with AC Targeting Attacks, Abilities or Spells.
Perfect Profile
XP Cost : 4 Prerequisites : Fencer, Paper Profile
Your Narrow Profile Bonus is increased to -4 to Hit you with AC Targeting Attacks, Abilities or Spells.
Competency
XP Cost : 3 Prerequisites : Fencer
Increase your Maneuver Save DC by 2.
Superiority
XP Cost : 4 Prerequisites : Fencer, Competency
Further Increase your Maneuver Save DC by 2.
Superior Aim
XP Cost : 2 Prerequisites : Fencer
The Aim penalty for Targeted Attacks is reduced by ½.
High Ground
XP Cost : 1 Prerequisites : Fencer
You gain +2 to Hit and +2 to Damage on Melee Attacks when you are 1 to 2 Meters above your target.
Light Armor Specialist
XP Cost : 1 Prerequisites : Fencer
You gain an additional Bonus to your AC equal to ½ your DEX Modifier while wearing light or no armor.
Nimble Evasion
XP Cost : 1 Prerequisites : Fencer
Gain training in DEX Saving Throws.
Lightning Reflexes
XP Cost : 1 Prerequisites : Fencer
You gain +2 to your Initiative.
Might Maneuver Expert
XP Cost : 2 Prerequisites : Fencer
You reduce the Initial cost of all Tier I Might Abilities by ½.
Might Maneuver Veteran
XP Cost : 3 Prerequisites : Fencer, Might Maneuver Expert
You reduce the Initial cost of all Tier II Might Abilities by ½.
Might Maneuver Specialist
XP Cost : 4 Prerequisites : Fencer, Might Maneuver Veteran
You reduce the Initial cost of all Tier III Might Abilities by ½.
Stamina Maneuver Expert
XP Cost : 2 Prerequisites : Fencer
You reduce the Initial cost of all Tier I Stamina Abilities by ½.
Stamina Maneuver Veteran
XP Cost : 3 Prerequisites : Fencer, Stamina Maneuver Expert
You reduce the Initial cost of all Tier II Stamina Abilities by ½.
Stamina Maneuver Specialist
XP Cost : 4 Prerequisites : Fencer, Stamina Maneuver Veteran
You reduce the Initial cost of all Tier III Stamina Abilities by ½.
Focus Maneuver Expert
XP Cost : 2 Prerequisites : Fencer
You reduce the Initial cost of all Tier I Focus Abilities by ½.
Focus Maneuver Veteran
XP Cost : 3 Prerequisites : Fencer, Focus Maneuver Expert
You reduce the Initial cost of all Tier II Focus Abilities by ½.
Focus Maneuver Specialist
XP Cost : 4 Prerequisites : Fencer, Focus Maneuver Veteran
You reduce the Initial cost of all Tier III Focus Abilities by ½.
Endurance Fighter
XP Cost : 2 Prerequisites : Fencer
You reduce the cost to Sustain all your Maneuvers by ½.
Well Spoken
XP Cost : 2 Prerequisites : Fencer
Gain 2 Tier I Panache Maneuvers.
Wordsmith
XP Cost : 2 Prerequisites : Fencer
Gain 1 Tier II Panache Maneuver.
Silver Tongued Devil
XP Cost : 3 Prerequisites : Fencer
Gain 1 Tier III Panache Maneuver.
Relentless
XP Cost : 2 Prerequisites : Fencer
Gain one additional Reaction.
Relentless II
XP Cost : 3 Prerequisites : Fencer
Gain one additional Reaction.
Relentless III
XP Cost : 4 Prerequisites : Fencer
Gain one additional Reaction.
Efficient
XP Cost : 1 Prerequisites : Fencer
You gain one additional Motion.
Efficient II
XP Cost : 2 Prerequisites : Fencer
You gain one additional Motion.
Superior Focus
XP Cost : 2 Prerequisites : Fencer
Gain +2 Focus.
Abilities
Quick Recovery
XP Cost : 2 Prerequisites : Fencer
You may stand from a prone position using a Motion.
Quick Draw
XP Cost : 2 Prerequisites : Fencer
Once per Round, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 2 Prerequisites : Fencer
You gain +1 to your AC while Dual Wielding Melee Weapons.
While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.
Dual Wielder II
XP Cost : 4 Prerequisites : Fencer, Dual Wielder
Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.
While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.
Dual Wielder III
XP Cost : 6 Prerequisites : Fencer, Dual Wielder II
Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.
Penalties for Additional Attacks while Dual Wielding are now Halved.
Dual Wielder IV
XP Cost : 8 Prerequisites : Fencer, Dual Wielder III
Increase your AC to Bonus While Dual Wielding Melee Weapons to +4.
While Wielding 2 or more weapons, once per turn, you may now make 3 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -1 to Hit, the 2nd additional Attack is always made with a -2 to Hit and the 3rd additional Attack is always made with a -4 to Hit.
Dual Wielder V
XP Cost : 10 Prerequisites : Fencer, Dual Wielder IV
Increase your AC to Bonus While Dual Wielding Melee Weapons to +5.
Penalties for Additional Attacks while Dual Wielding are now further reduced by 1. Now your 1st additional Attack is always Rolled unmodified, the 2nd additional Attack is always made with a -1 to Hit and the 3rd additional Attack is always made with a -3 to Hit.
Strike Grouping
XP Cost : 3 Prerequisites : Fencer
Each additional Hit on the same target grants +1 to Hit that same Target after the first Hit (Maximum of 10). This bonus expires at the end of the round the Hit was dealt.
Pincushion
XP Cost : 3 Prerequisites : Fencer
Each additional Hit on the same target deals +1 Damage after the first Hit (Maximum of 10). This bonus damage expires at the end of the round the damage was dealt.