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.

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. 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.