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General Tabletop Discussion
*Pathfinder & Starfinder
Fencing Classes/Feats
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<blockquote data-quote="Empirate" data-source="post: 5675899" data-attributes="member: 78958"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>You want to look into the Einhander feat (Complete Adventurer, IIRC), which gives you several new options if you fight with a light weapon one-handed. Also, there's a tactical feat in Complete Warrior which allows the use of a one-handed weapon plus waving about a cloak or cape to parry and distract the enemy (historically accurate, in spite of the silly imagery). Complete Champion has War Devotion, which allows you to take less penalties for more gain when fighting defensively or using Combat Expertise. Since fighting defensively is more or less the schtick of one-handed fencing, might as well get the most out of it. It's possible to get huge AC this way. Complete Adventurer also has a feat which provides a slight damage boost (+1d6 or so) when fighting defensively.</p><p></p><p>However, you also want to obtain good damage output. If all you have is a high AC, most enemies will quickly learn to just ignore you, since you're not all that threatening AND hard to take down quickly. For this I heartily recommend using Tome of Battle! Maneuvers are often standard action attacks, so using a one-handed light weapon doesn't hurt as much, and will provide a nice damage boost or other bonus. With your free hand, you can even initiate Setting Sun throws. A Warblade base would probably be best where pure damage output and tanking ability is concerned, but Swordsage allows the most diverse tricks, and gets excellent AC in light armor.</p><p></p><p>If you don't want to go into Tome of Battle, may I recommend a Rogue 4/Swashbuckler 16 with the Daring Outlaw feat? Gets all the sneak attack of a Rogue but much better BAB and HP. When relying on a bunch of extra damage dice, it'd be best to go for two weapons, though, so you can get in devastating full attacks. Rapier plus (<em>defending</em>) dagger, maybe? Stylish and historically accurate.</p><p>Scout 4/Ranger 16 with the Swift Hunter and Improved Skirmish feats would be another way to obtain high precision damage output and good BAB. Skirmish helps out with AC as well, and you keep that "mobile fighter" feel. Two weapons are recommended for this, as well as Travel Devotion (for moving as a swift action) or a level of Lion Totem Barbarian (for Pounce).</p></blockquote><p></p>
[QUOTE="Empirate, post: 5675899, member: 78958"] :D You want to look into the Einhander feat (Complete Adventurer, IIRC), which gives you several new options if you fight with a light weapon one-handed. Also, there's a tactical feat in Complete Warrior which allows the use of a one-handed weapon plus waving about a cloak or cape to parry and distract the enemy (historically accurate, in spite of the silly imagery). Complete Champion has War Devotion, which allows you to take less penalties for more gain when fighting defensively or using Combat Expertise. Since fighting defensively is more or less the schtick of one-handed fencing, might as well get the most out of it. It's possible to get huge AC this way. Complete Adventurer also has a feat which provides a slight damage boost (+1d6 or so) when fighting defensively. However, you also want to obtain good damage output. If all you have is a high AC, most enemies will quickly learn to just ignore you, since you're not all that threatening AND hard to take down quickly. For this I heartily recommend using Tome of Battle! Maneuvers are often standard action attacks, so using a one-handed light weapon doesn't hurt as much, and will provide a nice damage boost or other bonus. With your free hand, you can even initiate Setting Sun throws. A Warblade base would probably be best where pure damage output and tanking ability is concerned, but Swordsage allows the most diverse tricks, and gets excellent AC in light armor. If you don't want to go into Tome of Battle, may I recommend a Rogue 4/Swashbuckler 16 with the Daring Outlaw feat? Gets all the sneak attack of a Rogue but much better BAB and HP. When relying on a bunch of extra damage dice, it'd be best to go for two weapons, though, so you can get in devastating full attacks. Rapier plus ([I]defending[/I]) dagger, maybe? Stylish and historically accurate. Scout 4/Ranger 16 with the Swift Hunter and Improved Skirmish feats would be another way to obtain high precision damage output and good BAB. Skirmish helps out with AC as well, and you keep that "mobile fighter" feel. Two weapons are recommended for this, as well as Travel Devotion (for moving as a swift action) or a level of Lion Totem Barbarian (for Pounce). [/QUOTE]
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