Fencing

The Septrionalis site has a good set of free fencing rules incorporating a few feats and detailing a series of maneuvers that give you differing effects. I'm in the process of developing a 1600's campaign, and will probably incorporate these. Check the ENWorld page (sometime this week) for the address.
 

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Re: Re: Re: Fencing

Crothian said:


The dualist is great, but he specifically asked fopr a class that uses a sword and dagger which a dualist does not.

The duelist does, however, have Ambidex as a prerequisite, and I'd be willing to bet that most duelist characters wouldn't want to let that feat go to waste.
 

I had a palyer who wanted to do the same sort of thing. I allowd him to come up with a PrC, but it turned out to be just a mishmash of feats, so I went in a refined it.

The character fights with two weapons (rapier and dagger), and can give up his off hand attack to receive a deflection bonus to AC (starts at +2 and goes up to +4). The PrC also gets bonuses to Bluffing (to use as feints in combat) and sneak attack damage (to inflict more damage to foes who have lost their Dex bonus from being 'feinted'). Don't have the stats with me now at work, but let me know and I can send the specifics if you want them.
 

Re: Re: Re: Re: Fencing

hong said:


The duelist does, however, have Ambidex as a prerequisite, and I'd be willing to bet that most duelist characters wouldn't want to let that feat go to waste.

IIRC, the Duelist can't use many of his abilities when he has something in his off-hand (Precise Attack, AC bonus).

The main reason for the Ambidexteriy prerequisite is so that he can go, "Hah hah! I am NOT left handed!"
 

Re: Re: Re: Re: Re: Fencing

Theovis said:


IIRC, the Duelist can't use many of his abilities when he has something in his off-hand (Precise Attack, AC bonus).

The main reason for the Ambidexteriy prerequisite is so that he can go, "Hah hah! I am NOT left handed!"

The precise strike description goes like this: "When making a precise strike, the duelist cannot attack with a weapon in her other hand, although she can defend with it (or, if she has the proficiency, a buckler)".

You can thus make a precise strike while continuing to parry attacks with your off-hand main gauche, which I believe is what you had in mind.
 

A whole LOT of really cool fighting style PrCs were developed here by Vrylakos and Killer Shrike. I'll post the most 'sword-and-dagger' like, and the rest if people want.

Giulmariner Drowned Lady Blademaster Prestige Class

Sometimes called the City of the Drowned Lady, Giulmar is one of the most beautiful of the 9 Cities. Built atop a foundation of solid rock shaped by ancient arts to a perfect circle, the city is crafted largely of marble and other rare stones unavailable to younger cities, and is laid out in a circle with a 3.14 mile radius. The city is a single huge structure much like an arena, higher around the circumference, and descending inwards in terraces. The outer circumference is 50 feet tall and descends in 10 foot terraced increments towards the partially submerged middle in a sort of waterborne colonnade. At each of the 4 cardinal points a large fountain stands upon the wall, spouting thier water inwards to flow down the terraces in fluted waterfalls to replenish the waters at the bottom of the city. Twenty identical delicate marble bridges span the trickling waterfalls coursing down thru the city. In the partially submerged center nadir there stands the storied Temple of the Drowned Lady. Famed throughout the lands and a popular destination for pilgrimages by the faithful of Guilme, the water-goddess. Around the circumference of the city wall is an impressive and extensive pier and dock system, complete with warehouses, shipyards, and a thriving foreign district. Outsiders generally cannot afford to live inside the city proper, as space is at a premium, so most can be found living in the Docks here along with poorer natives. The entire dock structure is continuous and is an exact 3/4 of a mile in width from the city walls, with piers extending a uniform 1/4 of a mile from them in an evenly spaced pattern. It is said to be the largest docks in the world, and in fact the inhabitible area of the Docks is greater than that of some of the smaller cities. Four cubical double gates connected to the docks by pivoting ramps give access to the city. These gates are built in an ancient manner lost to modern understanding, with a double lock system that allows them to be compartmentalized and drained in case of flooding; this has saved the city proper from a watery doom several times when waters have risen. The docks and piers are built on floating supports and attached to the wall in specific locations by a groove and guider apparatus that allows them to rise and fall with the tides and occasional floods.

The city is open and clean, crime has little purchase, and the people are happy in thier belief that thier goddess watches over them. They are a friendly and generous people on average, and not given to violence. Natives are generally passive and approach life with a ‘what will be, will be’ mindset. It is quite possible that aside for the professional armsmen of the city's watch and the famous elite gaurds known as the Seaborne that stand viginlance over the Temple of the Drowned Lady, none of the natives would bother with arts of the blade if not for their adherence to tradition. The practice of the fighting technique called the Art of the Drowned Lady is older than living memory and stretches back into antiquity; it is seen as a holy observance to the water-goddess. Many devout worshipers learn the styles teachings to become closer to their chosen deity, though they avoid its use if at all possible. Pilgrims from faraway lands often seek out training in the style as part of their holy journey. Outsiders have learned to their regret that though not overly aggressive the style is deceptively dangerous and usually do not press a known master to cross blades unless sure of thier own skill.

The style is popular among Fighters, Warriors, Experts, and Commoners who are worshipers of Giulme, but it is certainly practiced by members of many other professions.

Prerequisites
Base Attack Bonus +3
Feats: Ambidexterity, Dodge, Expertise
Skills: Balance: 3 Ranks, Concentration: 3 Ranks

Level Attack Fortitude Reflex Will Abilities
1 +1 +0 +2 +0 Guilime’s Trident
2 +2 +0 +3 +0 Ebb & Flow
3 +3 +1 +3 +1 Guilime’s Tide
4 +4 +1 +4 +1 Flowing Step
5 +5 +1 +4 +1 Steel Waterfall


Hit Die D6
Skill Points Int Bonus + 4 / level
Skill List: Balance, Concentration, Heal, Knowledge: Religion (Giulme). Listen, Search, Sense Motive, Spot

Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.

Giulme’s Trident At 1st level the Drowned Lady Blademaster has trained in the use of a strange tri-bladed dagger known as Giulme’s Trident. These daggers are treated in all ways as a normal dagger. The Blademaster gains Weapon Finesse: Giulme's Trident as a virtual feat. When using such a dagger in his off hand the practitioner may fight as if he had the Main Gauche Feat (listed below). Giulme's Tridents are common in Giulme, uncommon in adjacent lands, and rare to unavailable in more distant lands.

New Feat by Ed Hastings aka Killer Shrike
Main Gauche [Fighting Style]

You are skilled at using a dagger in your off hand.
Prerequisite: Ambidexterity, Weapon Focus: Dagger or Weapon Finesse: Dagger
Benefit: The practitioner of this type of style is adept at employing a small bladed weapon in the off hand. The practitioner may fight with any sort of dagger in the off hand as if he had Two-Weapon Fighting when using the Dagger in the off-hand. If the practitioner's Base Attack Bonus is equal to +8 or greater the practitioner may fight as if he also has Improved Two Weapon Fighting when using the Dagger in the off-hand. This may only be used with a dagger; all other weapons take the standard penalties for fighting 2 handed.

Ebb and Flow: At 2nd level the Drowned Lady Blademaster has learned a subtle defensive blade technique. The practitioner gains En Garde as a virtual Feat (listed below) when fighting with any one handed sword wielded in the practitioners primary hand that he is proficient with.
New Feat by Ed Hastings aka Killer Shrike
En Garde [Fighting Style]

You are able to assume a defensive stance that allows you to react to the enemy.
Prerequisites: Expertise
Benefit: At his initiative, the practitioner may assume an ‘en garde’ position as a full attack action, with a 5 foot step allowed. When doing this, the practitioner holds position until the first opponent moves to attack him in melee. When the first opponent makes their first melee attack against the practitioner after he has taken this stance, the practitioner must make a resisted attack roll against the opponents attack roll. If the practitioner equals or exceeds the opponents attack roll with his own his en gard attempt was succesful, otherwise it was unsuccesful.

If successful the opponents first melee attack is negated totally and the practitioner must immediately take a single standard action attack against that opponent (and that opponent only); this attack may be used to intiate a Disarm or a Trip, which if succesful can often halt an opponents offensive. After the practitioner has taken his attack, the opponent may finish their action minus their first attack.

If the en garde attempt was unsuccesful the opponents attack is handled as normal and the practitioners action for the round is lost.

This Feat is usable in conjunction with Improved Trip and Improved Disarm. This Feat may only be used once in a round regardless of circumstances.

Guilime’s Tide: At 3rd level the Drowned Lady Blademaster has learned to use a special weighted cloak when fighting for greater protection. He is able to use this cloak to turn blows. Such a cloak is made of heavy leather reinforced with metal and treated in all ways as a Buckler except that the practitioner may attack with their off hand and still gain the AC benefit of the cloak.

Additionally, the as the practitioner gains experience he is able to use the cloak to greater effect; at 4th level the practitioner gains +2 AC from the cloak, and at 5th level gains +3 AC. This is an extrodinary ability and is stackable with enhancement bonuses.

Finally, while using this cloak and equipped with Guilme's Trident in thier off-hand the Drowned Lady Blademaster may use the Off-Hand Parry feat (Sword & Fist pg 7).

The cloaks are common in Giulmar, uncommon in adjacent Cities, and rare to non-existent beyond.

Flowing Step: At 4th level the Drowned Lady Blademaster has learned to float about in combat like water through a narrows, finding a way past intervening obstacles. The Blademaster gains Mobility as a Bonus Feat.

Steel Waterfall: At 5th level the Drowned Lady Blademaster has learned a frightening technique, mimicking the flow of a river and the fury of a waterfall, they hurl themselves into a rush, landing blows upon opponents as water splashes from a fall. The practitioner gains Passing Attack as a virtual Feat (listed below) when fighting with any one handed sword wielded in the practitioners primary hand that he is proficient with.

New Feat by Ed Hastings aka Killer Shrike
Passing Attack [Fighting Style]

You are skilled at moving through a melee and striking foes as you go.
Prerequisites: Dodge, Mobility
Benefit: The practitioner of this type of style may move his normal movement as a full action, making a single standard action attack on each opponent as he wishes along his path of movement until he runs out of attacks or movement. The practitioner does draw Attacks of Opportunity, but may use other abilities such as the prerequisite Mobility Feat to offset this. This Feat is usable in conjunction with Improved Trip and Improved Disarm.
 
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Tantavosi Crossbone-Mantis Blademaster

It is said that in Tantavos, death is but a shadow away. Tantavos is a corrupt city peopled by slaves of vice and decadence. Thieves are more common than craftsmen and criminal syndicates rule in all but name. Among the resident cutthroats, pirates, slavers, and assorted scum living isn't a right, it's a privilege revocable at will by any more skillful or stealthy with a blade. A person must watch their own back and beware of strangers and 'friends' both. Due to the prevalence of criminal syndicates and guilds, it is also often unwise to outright kill an opponent even if they are intent on killing you or else risk blood feud with the opponents fellows. Therefore it is unsurprising that many take up weapons training, and those that survive a certain while are likely good at it.

Though there are many styles and techniques taught in the city, the Tantavosani Crossbone-Mantis style is both native to the city and predominant amongst its residents. A two-sword style, it is most recognizable by its hard bitten practicality and distinct lack of flair. In the deadly streets of Tantavos, fancywork will avail you little. Practitioners take up the style for survival, not to impress or for leisure. It is a simple art designed to constrain the opponent and disable them.

The style is popular amongst Rogues, but it is certainly practiced by members of many other professions.

Prerequisites
Base Attack Bonus +3
Feats Ambidexterity, Expertise, Improved Disarm, Two Weapon Fighting, Proficiency with at least one 1 Martial Weapon Sword
Skills Sense Motive: 4 Ranks
Abilities Dex 13+ and Int 13+

Level Attack Fortitude Reflex Will Abilities
1 +1 +2 +2 +0 Off Hand Parry
2 +2 +3 +3 +0 Pin Shield
3 +3 +3 +3 +1 Close Quarters Fighting
4 +4 +4 +4 +1 The Crossbone
5 +5 +4 +4 +1 The Mantis

Hit Die: d8
Skill Points: Int bonus + 4 per level
Skills: Bluff, Gather Information, Hide, Move Silent, Sense Motive, Spot, Tumbling

Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.

The Crossbone-Mantis Style: All special Class Abilities listed below are dependent on the practitioner wielding 2 swords that he is proficient with. If the practitioner does not meet this requirement for any reason, he may not use these abilities until such a time as he acquires 2 swords with which he is proficient. The Two-bladed Sword may not be used with this style.


Off Hand Parry: At 1st level the Crossbone-Mantis Blademaster has learned to use his off hand sword to ward off attacks. The practitioner gains Off Hand Parry (Sword & Fist pg 7) as a virtual Feat when fighting with 2 swords that he is proficient with. This is an extraordinary ability.

Pin Shield: At 2nd level the Crossbone-Mantis Blademaster has learned the basics of the style and may use his off hand sword to interfere with his opponents shield use. The practitioner gains Pin Shield (Sword & Fist pg 8) as a virtual Feat when fighting with 2 swords that he is proficient with. This is an extraordinary ability.

Close Quarters Fighting: At 3rd level the Crossbone-Mantis Blademaster has learned to interpose his off hand sword between himself and would be grapplers. The practitioner gains Close Quarters Fighting (Sword & Fist pg 5) as a virtual Feat when fighting with 2 swords that he is proficient with, but must hit and inflict damage with his off-hand (i.e. secondary) weapon when doing so. This is an extraordinary ability.

The Crossbone: At 4th level the Crossbone-Mantis Blademaster has learned to use his 2 swords to deflect incoming melee attacks, lightly striking the incoming weapons to nudge them out of the way. The practitioner gains Counterattack as a virtual Feat (listed below) when fighting with 2 swords that he is proficient with. This is an extraordinary ability.
Counterattack [Fighting Style]
You are skilled at parrying your opponents' blows.
Prerequisites: Expertise, Base Attack +6
Benefit: On his action the practitioner of this type of style may choose to forgo attacking and instead attempt to block incoming melee attacks as a full round action. The practitioner may apply each of his attack bonuses to his AC against a single incoming melee attack in succession until he runs out of iterative attack bonuses. Once he is out of iterative attack bonuses the practitioner's AC reverts to normal. Should the practitioner have attacks left over after all opponents have tried to strike then he may opt to hold onto his remaining attacks to block any further attacks before his next turn in the following round, or take his remaining attacks as he pleases. This may be used in conjunction with Expertise.
Example: Example: if a practitioner had an AC of 20 and his attack bonuses were +15/+10/+5 then versus the first incoming melee attack he would have an AC 35, versus the second and AC 30, versus the third an AC 25 and versus all other incoming attacks (additional melee and all ranged) his normal AC 20.

The Mantis: At 5th level the Crossbone-Mantis Blademaster has mastered the ability to trap his opponents blades with his own. The practitioner gains Weapon Binding as a virtual Feat (listed below) even if he lacks the prerequisite Improved Unarmed Combat, when fighting with 2 swords that he is proficient with. This is an extraordinary ability.
Weapon Binding [Fighting Style]
You are able to restrict your opponents weapon.
Prerequisites: Improved Disarm, Improved Unarmed Strike
Benefit: As a full action the practitioner may attempt to bind a melee opponents weapon. To do this the practitioner makes an opposed attack roll against his opponents highest attack bonus. If successful, the practitioner has locked blades with his opponents weapon and must make an immediate grapple check with a competence bonus equal to the difference between the opposed attack rolls. If the practitioner wins, he has effectively grappled his opponent by the expedient of trapping his weapon. If the practitioner fails either roll, nothing further happens and the action is over. If grappled or thereafter pinned in following rounds the opponent has the option of releasing his weapon, which breaks the hold but also leaves the opponent disarmed. The practitioner may do any of the things normally allowed in a grapple. The practitioner does not draw an Attack of Opportunity from his opponent when engaging in a Weapon Binding attempt.
 

(Doesn't neccesarily use two weapons, but can, and the 4th level ability makes an off-hand dagger very lethal)

Veshandi Piercing Eye Blademaster Prestige Class

Known as the City of Wisdom, Veshanda is peopled with intelligentsia, the sagacious, and the astute. Even the common folk are given a basic education, and on the whole the city is a bastion of culture and learning. The famous Veshandic University and it’s equally famed Library are crucial elements of the cities history and power structure. The Archdean of the University itself, the Deans of the Universities' 7 Colleges, and the Head Librarian hold prestigious positions on the cities ruling council, the Learned Sages of Veshanda. Magic and the Bardic Arts also have a home in the city, and both the Urthon College of the Arcane Arts and the Wixor College of Bardic Lore are important parts of the University

In a city of such erudition, where thought is valued over action, one might think that the steel arts are neglected. Not so. Even among the dry and learned in the City of the Sages there are those who take up the blade. The Veshandi Piercing Eye Blade style is the predominant blade style of Veshanda. It is marked for its penchant towards delaying actions during a studious analysis of ones opponent leading to an overwhelming offence. This Veshandi technique is more truly a counter-style than a style, as the practitioner seeks to analyze and then deconstruct their opponents techniques. The longer one fights against a Master of the Piercing Eye, the less likely one’s odds of success.

The style is popular amongst Bards, Aristocrats, Experts, and Students, but certainly has it’s practitioners amongst other professions as well.

Prerequisites
Base Attack Bonus +3
Feats: Dodge, Expertise
Skills: Concentration: 3 Ranks, Search: 5 Ranks
Abilities: Dex 13+ and Int 13+
Saves: Base Reflex 2+

Level Attack Fortitude Reflex Will Abilities
1 +1 +0 +2 +0 Delay Opponent
2 +2 +0 +3 +0 Analyze Opponent
3 +3 +1 +3 +1 Deconstruct Technique
4 +4 +1 +4 +1 Find Opening
5 +5 +1 +4 +1 Piercing Eye

Hit Die D6
Skill Points Int Bonus + 4 / level
Skill List: Balance, Concentration, Gather Information, Jump, Knowledge: All Skills, Profession, Search, Sense Motive, Spot

Class Abilities

Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.

The Piercing Eye Style: This style and all of the below abilities are only usable with the following weapons: Dagger, Cutlass, Long Sword, Rapier, Saber, Scimitar , Short Sword.

Delay Opponent: At 1st level the Piercing Eye Blademaster has learned to hold his opponent off. When fighting defensively or using the full defense option the practitioner gains a +2 Dodge bonus to AC in addition to all other bonuses. Dodge bonuses stack.

Analyze Opponent: At 2nd level the Piercing Eye Blademaster has learned to observe patterns and flaws in his opponent’s fighting style. When Fighting Defensively the practitioner may study a single opponent as a free action; the practitioner announces his intention and makes a Search check versus a DC of 20 + the opponents top Attack Bonus with the weapon they are currently using including enhancement bonuses as applicable. If successful, the practitioner has found a weakness in the opponents style and gains a competence bonus to hit versus that opponent equal to his class level. If the opponent switches weapons, the Piercing Eye stylist must analyze them again vs thier top Attack bonus with the new weapon. Once a practitioner has analyzed an opponents style with a specific type of weapon or combination of weapons, they gain thier bonus vs that opponent for 5 rounds per class level whenever they are using that same weapon type or combination. Future attempts versus an opponent that has been successfully analyzed in the past are vs. a difficulty of 15 + the opponents top Attack bonus with the weapon they are using. The practitioner may have this effect active versus multiple foes, but may analyze only one opponent per round.

Deconstruct Technique: At 3rd level the Piercing Eye Blademaster has learned to not only analyze an opponent, but also to counter their maneuvers. When fighting an opponent that has been successfully analyzed using the 2nd level ability listed above, the practitioner also gains a Dodge bonus to AC equal to his class level versus that opponent. Dodge bonuses stack.

Find Opening: At 4th level the Piercing Eye Blademaster has learned to not only analyze an opponent, but also to find holes in thier defences and drive home punishing attacks. When fighting an opponent that has been successfully analyzed using the 2nd level ability listed above, the practitioner also gains a bonus to damage equal to his class level versus that opponent.

The Piercing Eye: At 5th level the Piercing Eye Blademaster has developed sufficient control to land blows in foes unprotected and weakest areas. As a full attack action the pracitioner may make a single melee touch attack with his weapon against an opponent successfully analyzed by the 2nd level power listed above.
 
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As HalfElfSorcerer said early on in this thread, there's a fencing-based legendary class (The Maitre d'Escrime half way down the thread) floating around elsewhere on the Message Boards...

it's not tailored specifically for Florentine fencing, but with a little tweaking from your DM or the author, it could easily suits your requirements...

that said, it is a legendary class as opposed to a prestige class , with all the benefits and difficulties they entail...

:)
 


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