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Fencer
#1
I tried to find the web page but couldn't sadly. There was a list of classes posted for Final Fantasy XIV that they considered adding to make the game a lot more interesting. One of them was a Fencer. I thought it would be cool to add into the D20 system. I know the thief is similar, but I think a fencer could have a unique fighting style. Sadly no information was given on the class, so you would have to start from scratch on it Sad Although there was one in the XIII series, so that could help.
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#2
There's a Fencer job in FFTA, I think. But that's about it.
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#3
(10-23-2012, 10:15 AM)Viladin Wrote: There's a Fencer job in FFTA, I think. But that's about it.

That is true, I was also thinking about the Assassin class from that game as well, but the Ninja is very similar to it.
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#4
I don't think it needs to be a base class. A PrC, on the other hand, would fit nicely. Looking on FFWiki, there are 8 abilities already, that could be adapted to fit into FFd20. A capstone that increases your reach to 20 ft. is pretty ridiculous, maybe 15 ft. instead (and only while wielding the right weapons).

It was also in FFTA2, but there doesn't seem to be a page for it.
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#5
Here's what I was thinking (not sure how to format on this forum, so not going into a whole big production)

Fencer
1: Canny Defense, Precise Strike
2: Fencing Trick
3: Enhanced Mobility
4: Fencing Trick
5: Piercethrough
6: Fencing Trick
7: Elaborate Defense
8: Fencing Trick
9: Deflect Arrows, No Retreat
10: Fencing Trick, Nighthawk

Canny Defense, Precise Strike, Enhanced Mobility, Elaborate Defense, Deflect Arrows, and No Retreat are taken directly from the pathfinder duelist. Parry and Riposte would be Fencing Tricks. Piercethrough and Nighthawk would both increase your reach by 5 ft. when wielding a light or one-handed piercing weapon.

The rest of the Fencing Tricks would be based on abilities from the FFTA Fencer class. Checkmate would require 6th level (or higher) and Swarmstrike, the rest are up in the air. I think it will end up stronger than the PF duelist, so perhaps give it medium BAB. Thoughts?

PF Duelist: http://www.d20pfsrd.com/classes/prestige...ok/duelist
The FFWiki page: http://finalfantasy.wikia.com/wiki/Fence...s_Advance)
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#6
(10-23-2012, 05:13 PM)Nihilarian Wrote: Here's what I was thinking (not sure how to format on this forum, so not going into a whole big production)

Fencer
1: Canny Defense, Precise Strike
2: Fencing Trick
3: Enhanced Mobility
4: Fencing Trick
5: Piercethrough
6: Fencing Trick
7: Elaborate Defense
8: Fencing Trick
9: Deflect Arrows, No Retreat
10: Fencing Trick, Nighthawk

Canny Defense, Precise Strike, Enhanced Mobility, Elaborate Defense, Deflect Arrows, and No Retreat are taken directly from the pathfinder duelist. Parry and Riposte would be Fencing Tricks. Piercethrough and Nighthawk would both increase your reach by 5 ft. when wielding a light or one-handed piercing weapon.

The rest of the Fencing Tricks would be based on abilities from the FFTA Fencer class. Checkmate would require 6th level (or higher) and Swarmstrike, the rest are up in the air. I think it will end up stronger than the PF duelist, so perhaps give it medium BAB. Thoughts?

PF Duelist: http://www.d20pfsrd.com/classes/prestige...ok/duelist
The FFWiki page: http://finalfantasy.wikia.com/wiki/Fence...s_Advance)

Could be a PrC requiring weapon focus Rapier and some BaB maybe?
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#7
I'd like to stay away from requiring a rapier, despite the name, and leave it a little more open (light or one-handed piercing weapons, just like the duelist PrC). The rapier is probably the best option for that, but I'd like to leave them the choice. But yeah, +5 or +6 BAB would be required.

Also, class abilities would be keyed off of Wis instead of Int in order to be optimal for Viera.
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#8
(10-23-2012, 05:37 PM)Nihilarian Wrote: I'd like to stay away from requiring a rapier, despite the name, and leave it a little more open (light or one-handed piercing weapons, just like the duelist PrC). The rapier is probably the best option for that, but I'd like to leave them the choice. But yeah, +5 or +6 BAB would be required.

Also, class abilities would be keyed off of Wis instead of Int in order to be optimal for Viera.

I like it Smile
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#9
I'll give it a look tomorrow. This grinding urge to finish Necromancer is driving me insane. :p
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#10
Limit Break (Su): At 1st level, the fencer receives the Limit Break (Hummingtrike)

Hummingstrike (Su): As a swift action, the fencer makes an attack roll against all creatures within reach. Creatures that are hit by this attack take damage as normal and must make a Fortitude Save or be inflicted with the Blind, Immobilized and Sap status effects for a number of rounds equal to half the fencers class level (DC 10 + fencer level + Wisdom modifier).

Fencing Tricks (Lunge Techniques?)

A Thousand Stings (Ex): When a fencer uses Swarmstrike, it applies to every attack made during her turn. Prerequisites: Fencer level 4th, Swarmstrike.

Checkmate (Ex): The fencer's poison becomes more potent. If the target fails it's save versus Swarmstrike, it's also inflicted with the Doom status, with a duration of 2d4 rounds. A creature can only be the target of one Doom effect from this ability at a time. Prerequisites: Fencer level 6th, Swarmstrike.

Featherblow (Ex): Because the fencer values successful hits over actual damage dealt, she can subtract damage from her chosen melee weapon's potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. For example, the fencer who wields a rapier as her chosen weapon can subtract up to 5 points from the damage, since the rapier has a damage potential of 6 points, and add that to her attack bonus. If she were wielding a +3 rapier, she could subtract up to 8 points from damage, since the weapon has a damage potential of 9 points, and add that to her attack bonus. The fencer declares this power before rolling her attack, and the amount subtracted cannot exceed her base attack bonus.

Manastrike (Ex): The fencer strikes at the miniscule pressure points that block the flow of Mana in mages. If the target fails it's save versus Shadowstick, the target also takes 1d4 points of MP damage per 2 fencer levels. Prerequisites: Fencer level 8th, Shadowstick.

Parry (Ex): At 2nd level, a fencer learns to parry the attacks of other creatures, causing them to miss. Whenever the fencer takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the fencer makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the fencer, the fencer takes a –4 penalty on her attack roll. The fencer also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The fencer must declare the use of this ability after the attack is announced, but before the roll is made.

Riposte (Ex): The fencer can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach. Prerequisites: Fencer level 6th, Parry.

Shadowstick (Ex): Once per round, the fencer can aim carefully. The next strike before the end of her turn deals damage as normal and inflicts the Slow status on the target for a number of rounds equal to half the fencer's class level. The target can make a Fortitude save to negate the Slow status (DC 10 + fencer level + Wisdom modifier). A creature can only be the target of one Slow effect from this ability at a time. Prerequisites: Fencer level 4th.

Swallowtail (Ex): As a Standard Action, the fencer can make an attack roll against all adjacent foes using her highest BAB. Prerequisites: Fencer level 8th.

Swarmstrike (Ex): Once per round, the fencer can poison her weapon as a swift action. The next strike before the end of her turn deals damage as normal and inflicts the Poison status on the target for a number of rounds equal to the fencer's class level. The target can make a Fortitude save to negate the poison status (DC 10 + fencer level + Wisdom modifier). A creature can only be the target of one Poison effect from this ability at a time.

Swifteye (Ex): When a fencer uses Shadowstick, it applies to every attack made during her turn. Prerequisites: Fencer level 6th, Shadowstick.
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