Fencer
From Paradox Haze
The Fencer
Alignment: Any
Hit Die: d8
Class Skills
The fencer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base Attack | Fort Save | Ref Save | Will Save | Special | |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Canny defense, Weapon Finesse, Precise strike +1d6 |
2nd | +1 | +0 | +3 | +0 | Improved reaction +2, Combat Expertise, |
3rd | +2 | +1 | +3 | +1 | Enhanced mobility, Combat Reflexes |
4th | +3 | +1 | +4 | +1 | Grace, Shifting Defense |
5th | +3 | +1 | +4 | +1 | Precise strike +2d6 |
6th | +4 | +2 | +5 | +2 | Acrobatic charge, Superior Expertise |
7th | +5 | +2 | +5 | +2 | Elaborate parry |
8th | +6/+1 | +2 | +6 | +2 | Improved reaction +4 |
9th | +6/+1 | +3 | +6 | +3 | Deflect Arrows |
10th | +7/+2 | +3 | +7 | +3 | Precise strike +3d6 |
Weapon and Armor Proficiency: The fencer is proficient with all simple and martial weapons, but no type of armor or shield.
Canny Defense (Ex): When not wearing armor or using a shield, a fencer adds 1 point of Intelligence bonus (if any) per fencer class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a fencer is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Shifting Defense: As Shifting Defense in Tome of Battle
Improved Reaction (Ex): At 2nd level, a fencer gains a +2 bonus on initiative checks.
At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Enhanced Mobility (Ex): When wearing no armor and not using a shield, a fencer gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Grace (Ex): At 4th level, a fencer gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a fencer only when she is wearing no armor and not using a shield.
Precise Strike (Ex): At 1st level, a fencer gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, a fencer cannot attack with a weapon in her other hand or use a shield. A fencer’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 5th level, the extra damage increases to +2d6, and at 10th level, the extra damage on a precise strike increases to +3d6.
Acrobatic Charge (Ex): At 6th level, a fencer gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Elaborate Parry (Ex): At 7th level and higher, if a fencer chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of fencer she has.
Deflect Arrows: At 9th level, a fencer gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.