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*Pathfinder & Starfinder
Creating a fencing feat chain
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<blockquote data-quote="gpetruc" data-source="post: 593333" data-attributes="member: 2255"><p>I wanted to create a fencing feat chain for a renaissance D&D campaign (low magic, only alchemists and a variant bard) for the following reasons</p><p>1) I wanted more finesse fighting, while in the standard D&D most fighters either go sword and shield, or greatsword or some tricky exotic weapon a la spiked chain, but none of these combat models are much suited to the setting and so they should be exceptions and not the everyday rule</p><p></p><p>2) I don't want to create a Duelist core class (as it would result in too many taking that)</p><p></p><p>3) I have already a variant Aristocrat (with added feats every 3 levels after 4th) and so having a fencing feat chain would give the option of either going fighter or going aristocrat with a lesser BAB and HP but better skills and still some cool fighting</p><p></p><p>4) I don't want to simply have neary everyone going for the Duelist PrC because I tend to dislike PrC, and again it would remove variety</p><p></p><p>The main idea is that the finesse fighing should be effective in fighting against humans (most enemies would be humans, and usually civilized people that use finesse fighting too), and maybe also good for non-lethal fightts (disarming, pulling the blow to leave opponent at exactly 0 hp, ...)</p><p></p><p>So, here are my ideas for thers to critique:</p><p>Core Rules feats that take part to the chain: Dodge, Mobility, Expertise, Improved Disarm, Weapon Finesse</p><p></p><p>Fencing weapons: rapier, shortsword, dagger, main-gauche.</p><p></p><p>New feats:</p><p></p><p><strong>Fencing</strong>: the first feat of the chain. An idea is:</p><p>requires Weapon Finesse in one fencing weapon</p><p>effect: when you're fighting with a fencing weapon, in light armor, with only a tiny or smaller item in your other hand and against a humanoid creature you can add +1 to hit and a +1 dodge bonus to AC (only against that opponent). the to hit bonus applies also to disarm attempts</p><p>(in my opinion the main features of fencing should be precision, speed and evasion)</p><p></p><p><strong>Rapid Blow</strong></p><p>requires: fencing, dex 13+, bab 2+</p><p>effect: when fencing and doing a full attack you can make an additional attack at your maximum attack bonus, but all your attacks take a -2 penalty (a bit like rapid shot or furry of blows)</p><p></p><p><strong>Defensive fencing</strong></p><p>requires: fencing, expertise</p><p>effect: gives the Canny Defense bonus (int bonus to AC) when fencing (stacks with the AC bonus from fencing)</p><p></p><p><strong>Lunge</strong></p><p>requires: fencing, dodge, bab 4+</p><p>effect: as a standard action you can perform a lunge attack. the target has the choice of moving by 5 ft in any backwards direction (back, back left or back right) if those squares are empty without provoking AoO from you and obtaining from this a +4 to AC against this attack only, but you can move in the square he was without provoking AoO from him.</p><p>the lunge attack is done at a +2 bonus and with doubled threat range, but if he does not move and you fail your attack the opponent can make a free AoO against you</p><p>Some examples to clarify the idea that is simple even if I find some problems in explaining it</p><p>example 1: A tries a lunge attack against B. B moves one 5 ft step backwards, A advances in B's old square and the attack is resolved with a -2 bonus but still doubled threat range. there are no special effects if the attack misses</p><p>example 2: A tries a lunge attack agains B that has his back against a wall and so cannot move backwards. A makes an attack at +2 and doubled threat range. if he fails B gets an AoO against A</p><p>example 3: A tries a lunge attack against B. B thinks he will fail and decides not to move so that if A fails the attack (at +2 with doubled threat range) he gets an AoO against B</p><p>I hope these examples will make others undestand that the idea IS simple. with this feat I wanted to obtain more cinematic duels and also to give a better reason to try to put someone against a wall.</p><p></p><p><strong>Improved Feint</strong></p><p>requires: fencing, bluff skill, bab 2+</p><p>effect: you can make a feint as a move action instead of a standard action (bluff check opposed to sense motive. if you win opponent is flat footed against your next attack), and you get a +2 bonus to bluff and sense motive checks related to feints</p><p></p><p><strong>Pull the blow</strong></p><p>requires: fencing, expertise, bab 4+</p><p>effect: when an attack will reduce your opponent to less that 0 you can leave him to 0 instead</p><p></p><p><strong>Fencing disarm</strong></p><p>requires: fencing, expertise, improved disarm, bab 4+</p><p>effects: you have a +4 bonus to disarm attempts</p><p></p><p><strong>Improved fencing</strong></p><p>requires: bab 6+, fencing, dex 15+, int 13+, dodge, expertise, any one other fencing feat</p><p>effect: 1) when fencing you have a +2 bonus both to hit and AC (does not stack with fencing).</p><p> 2) In addition you can use these bonuses even against two opponents.</p><p> 3) when targeted by a lunge attack you can move sideways instead of only backwards (but the destination square must be empty)</p><p></p><p><strong>Improved rapid blow</strong></p><p>requires: improved fencing, rapid blow</p><p>effect: when you make a full attack you can make two additional attacks at your maximum attack bonus, but all attacks (including those) have a -4 penalty</p><p></p><p></p><p><strong>Master fencing</strong></p><p>requires: bab 10+, int 15+, dex 17+, dodge, expertise, mobility, fencing, improved fencing, any other three fencing feats</p><p>effect: 1) when fencing you have a +3 bonus to hit and AC (does not stack with fencing and improved fencing)</p><p> 2) you can use your fencing bonus against any number of opponents</p><p> 3) when targeted by a lunge attack you can move in any direction (but the destination square must be empty), and you can even move in your opponent's square (and he is forced to move in your square so that you exchange positions) (don't consider your opponent for deciding if the square is empty)</p><p></p><p></p><p>Any comments and critiques are welcome</p><p></p><p></p><p><em>Edit: corrected title in "creating a fencing <u>feat chain[/u[</u></em></p></blockquote><p></p>
[QUOTE="gpetruc, post: 593333, member: 2255"] I wanted to create a fencing feat chain for a renaissance D&D campaign (low magic, only alchemists and a variant bard) for the following reasons 1) I wanted more finesse fighting, while in the standard D&D most fighters either go sword and shield, or greatsword or some tricky exotic weapon a la spiked chain, but none of these combat models are much suited to the setting and so they should be exceptions and not the everyday rule 2) I don't want to create a Duelist core class (as it would result in too many taking that) 3) I have already a variant Aristocrat (with added feats every 3 levels after 4th) and so having a fencing feat chain would give the option of either going fighter or going aristocrat with a lesser BAB and HP but better skills and still some cool fighting 4) I don't want to simply have neary everyone going for the Duelist PrC because I tend to dislike PrC, and again it would remove variety The main idea is that the finesse fighing should be effective in fighting against humans (most enemies would be humans, and usually civilized people that use finesse fighting too), and maybe also good for non-lethal fightts (disarming, pulling the blow to leave opponent at exactly 0 hp, ...) So, here are my ideas for thers to critique: Core Rules feats that take part to the chain: Dodge, Mobility, Expertise, Improved Disarm, Weapon Finesse Fencing weapons: rapier, shortsword, dagger, main-gauche. New feats: [B]Fencing[/B]: the first feat of the chain. An idea is: requires Weapon Finesse in one fencing weapon effect: when you're fighting with a fencing weapon, in light armor, with only a tiny or smaller item in your other hand and against a humanoid creature you can add +1 to hit and a +1 dodge bonus to AC (only against that opponent). the to hit bonus applies also to disarm attempts (in my opinion the main features of fencing should be precision, speed and evasion) [B]Rapid Blow[/B] requires: fencing, dex 13+, bab 2+ effect: when fencing and doing a full attack you can make an additional attack at your maximum attack bonus, but all your attacks take a -2 penalty (a bit like rapid shot or furry of blows) [B]Defensive fencing[/B] requires: fencing, expertise effect: gives the Canny Defense bonus (int bonus to AC) when fencing (stacks with the AC bonus from fencing) [B]Lunge[/B] requires: fencing, dodge, bab 4+ effect: as a standard action you can perform a lunge attack. the target has the choice of moving by 5 ft in any backwards direction (back, back left or back right) if those squares are empty without provoking AoO from you and obtaining from this a +4 to AC against this attack only, but you can move in the square he was without provoking AoO from him. the lunge attack is done at a +2 bonus and with doubled threat range, but if he does not move and you fail your attack the opponent can make a free AoO against you Some examples to clarify the idea that is simple even if I find some problems in explaining it example 1: A tries a lunge attack against B. B moves one 5 ft step backwards, A advances in B's old square and the attack is resolved with a -2 bonus but still doubled threat range. there are no special effects if the attack misses example 2: A tries a lunge attack agains B that has his back against a wall and so cannot move backwards. A makes an attack at +2 and doubled threat range. if he fails B gets an AoO against A example 3: A tries a lunge attack against B. B thinks he will fail and decides not to move so that if A fails the attack (at +2 with doubled threat range) he gets an AoO against B I hope these examples will make others undestand that the idea IS simple. with this feat I wanted to obtain more cinematic duels and also to give a better reason to try to put someone against a wall. [B]Improved Feint[/B] requires: fencing, bluff skill, bab 2+ effect: you can make a feint as a move action instead of a standard action (bluff check opposed to sense motive. if you win opponent is flat footed against your next attack), and you get a +2 bonus to bluff and sense motive checks related to feints [B]Pull the blow[/B] requires: fencing, expertise, bab 4+ effect: when an attack will reduce your opponent to less that 0 you can leave him to 0 instead [B]Fencing disarm[/B] requires: fencing, expertise, improved disarm, bab 4+ effects: you have a +4 bonus to disarm attempts [B]Improved fencing[/B] requires: bab 6+, fencing, dex 15+, int 13+, dodge, expertise, any one other fencing feat effect: 1) when fencing you have a +2 bonus both to hit and AC (does not stack with fencing). 2) In addition you can use these bonuses even against two opponents. 3) when targeted by a lunge attack you can move sideways instead of only backwards (but the destination square must be empty) [B]Improved rapid blow[/B] requires: improved fencing, rapid blow effect: when you make a full attack you can make two additional attacks at your maximum attack bonus, but all attacks (including those) have a -4 penalty [B]Master fencing[/B] requires: bab 10+, int 15+, dex 17+, dodge, expertise, mobility, fencing, improved fencing, any other three fencing feats effect: 1) when fencing you have a +3 bonus to hit and AC (does not stack with fencing and improved fencing) 2) you can use your fencing bonus against any number of opponents 3) when targeted by a lunge attack you can move in any direction (but the destination square must be empty), and you can even move in your opponent's square (and he is forced to move in your square so that you exchange positions) (don't consider your opponent for deciding if the square is empty) Any comments and critiques are welcome [I]Edit: corrected title in "creating a fencing [u]feat chain[/u[[/u][/i][u][/u] [/QUOTE]
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