0% found this document useful (0 votes)
76 views8 pages

Fencer

A fencer relies on speed, agility and finesse with light piercing weapons. They gain abilities like dodging attacks, parrying blows, and performing deeds by spending panache points. As a fencer levels up, they gain increased weapon bonuses, additional deeds, and other combat abilities.

Uploaded by

Bubba Gaunce
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
76 views8 pages

Fencer

A fencer relies on speed, agility and finesse with light piercing weapons. They gain abilities like dodging attacks, parrying blows, and performing deeds by spending panache points. As a fencer levels up, they gain increased weapon bonuses, additional deeds, and other combat abilities.

Uploaded by

Bubba Gaunce
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

Fencer

Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons,
fencers rely on speed, agility, and panache. Fencers dart in and out of the fray, wearing down opponents with
lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the
blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some may be arrogant and devil-
may-care, but behind this veneer lie people deeply dedicated to their craft. Those of smaller races are
particularly driven to prove that the right mix of discipline and daring is the perfect counter to size and strength,
and enjoy nothing more than taking down lumbering brutes and bullies.

Role: The fencer focuses on quick, nimble feet and a good eye at striking with a light, one handed weapon.
Often referred to as "fencers", fencers use their speed and coordination in a deadly blend with their Charisma to
become capable fighters who prefer to avoid getting hit instead of drawing upon their resilience to take the
blows and keep on standing. With their abilities, they are able to inflict status effects upon their foes.

Alignment: Any

Hit Die: d10

Parent Classes: Fighter and Gunner.

Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10
gil or less.

Class Skills
The fencer’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape
Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform
(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Table: The Fencer


Base Attack Fort Reflex Will
Level Special
Bonus Save Save Save
Duelist Stance, Finesse Training, Panache, Deeds,
1st +1 +0 +2 +0
Limit Breaks
2nd +2 +0 +3 +0 Lunge Technique, Deflect Arrows, Evasion
3rd +3 +1 +3 +1 Deeds, Elaborate Parry +1
4th +4 +1 +4 +1 Lunge Technique
5th +5 +1 +4 +1 Fencer Weapon Training
6th +6/+1 +2 +5 +2 Lunge Technique, Mobility, Uncanny Dodge
7th +7/+2 +2 +5 +2 Deeds, Elaborate Parry +2
8th +8/+3 +2 +6 +2 Lunge Technique, Fleet-Footed
9th +9/+4 +3 +6 +3 Extended Reach
Lunge Technique, Elaborate Defense, Improved
10th +10/+5 +3 +7 +3
Uncanny Dodge
11th +11/+6/+1 +3 +7 +3 Deeds, Elaborate Parry +3, Counterattack
12th +12/+7/+2 +4 +8 +4 Lunge Technique
13th +13/+8/+3 +4 +8 +4 Lightning Strike
14th +14/+9/+4 +4 +9 +4 Lunge Technique, Science of the Blade
15th +15/+10/+5 +5 +9 +5 Deeds, Elaborate Parry +4, No Retreat
16th +16/+11/+6/+1 +5 +10 +5 Lunge Technique
17th +17/+12/+7/+2 +5 +10 +5 Superior Reach
18th +18/+13/+8/+3 +6 +11 +6 Lunge Technique, Surgical Strike
19th +19/+14/+9/+4 +6 +11 +6 Deeds, Elaborate Parry +5
20th +20/+15/+10/+5 +6 +12 +6 Lunge Technique, Fencer Weapon Mastery

Class Features
All of the following are class features of the fencer.

Weapon and Armor Proficiency: Fencers are proficient with all (simple and martial) light and one-handed
piercing weapons. Fencers are also proficient with light armor but no shields.

Limit Breaks (Su): At 1st level, the fencer receives the Limit Breaks (Hummingstrike and Nighthawk).

Hummingstrike (Su): This Limit Break allows the fencer to make 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 (DC
10 + half of the fencer’s level + her Charisma modifier) or be inflicted with the Blind, Immobilized and Sap
status effects for a number of rounds equal to half of the fencer’s level.

Nighthawk (Su): This Limit Break allows the fencer to counterattack and dodge enemies’ attacks. For a
duration of 1 round + 1 round per four fencer levels after 1st, the fencer automatically dodges an enemy’s melee
attack and may counterattack using the fencer’s highest base attack bonus (if within range). The fencer may do
this once per round + one additional time per four fencer levels after 1st. This limit break requires only a swift
action.

Duelist Stance (Ex): At 1st level, a fencer gains a +1 dodge bonus to AC as long as she is wearing no armor or
light armor, wields a piercing weapon in one hand, and her other hand is empty. This bonus increases by 1 for
every five fencer levels the fencer possesses to a maximum of +5 at 20th level.

Fencer Weapon Training (Ex): At 1st level, a fencer selects one fighter weapon group. She gains the benefits
of the Weapon Finesse feat with all light and finesseable, one-handed piercing melee weapons. This ability
counts as having the Weapon Finesse feat for purposes of meeting feat prerequisite and she can use her
Charisma score in place of Intelligence as a prerequisite for combat feats.

At 5th level, she gains a +1 bonus on attack rolls and damage rolls with all light and finesseable, one-handed
piercing melee weapons plus an additional +1 bonus for every four fencer levels after 5th. At 9th level, she
gains the benefits of the Improved Critical feat. A fencer also adds this bonus to any combat maneuver checks
made with all light and finesseable, one-handed piercing melee weapons. This bonus also applies to the fencer’s
Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from
this group. If she is using her duelist stance, this attack and damage bonus increases by 2.

Panache (Ex): More than just a lightly armored warrior, a fencer is a daring combatant. She fights with
panache: a fluctuating measure of a fencer's ability to perform amazing actions in combat. At the start of each
day, a fencer gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes
up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though
feats and magic items can affect this maximum. A fencer spends panache to accomplish deeds (see below), and
regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing weapon: Each time the fencer confirms a critical hit
with a light or one-handed piercing weapon, she regains 1 panache point. Confirming a critical hit on a helpless
or unaware creature or a creature that has fewer Hit Dice than half the fencer's character level doesn't restore
panache.
Killing Blow with a Light or One-Handed Piercing weapon: When the fencer reduces a creature to 0 or
fewer hit points with a light or one-handed piercing weapon attack while in combat, she regains 1 panache
point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or
reducing a creature that has fewer Hit Dice than half the fencer's character level to 0 or fewer hit points doesn't
restore any panache.

Deeds: Fencers spend panache points to accomplish deeds. Most deeds grant the fencer a momentary bonus or
effect, but some provide longer-lasting effects. Some deeds remain in effect while the fencer has at least 1
panache point, but do not require expending panache to be maintained. A fencer can only perform deeds of her
level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the fencer
has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a fencer can spend 1 panache point when she makes an Acrobatics,
Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after
she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another
1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times
equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the fencer, the
fencer can as an immediate action spend 1 panache point to move 5 feet; doing so grants the fencer a dodge
bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't
negate the attack, which is still resolved as if the fencer had not moved from the original square. This movement
is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed.
The fencer can only perform this deed while wearing light or no armor, and while carrying no heavier than a
light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the
fencer, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that
attack. The fencer makes an attack roll as if she were making an attack of opportunity; for each size category
the attacking creature is larger than the fencer, the fencer takes a –2 penalty on this roll. If her result is greater
than the attacking creature's result, the creature's attack automatically misses. The fencer must declare the use of
this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a
successful parry and if she has at least 1 panache point, the fencer can as an immediate action make an attack
against the creature whose attack she parried, provided that creature is within her reach.

Kip-Up (Ex): At 3rd level, while the fencer has at least 1 panache point, she can kip-up from prone as a
move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1
panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a fencer hits an
opponent with a light or one-handed piercing weapon, she can choose to use Intimidate to demoralize that
opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a fencer gains the ability to
strike precisely with a light or one-handed piercing weapon (though not natural weapon attacks), adding her
fencer level to the damage dealt. To use this deed, a fencer cannot attack with a weapon in her other hand or use
a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing weapons,
so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the
additional damage granted by precise strike, and any item or ability that protects a creature from critical hits
also protects a creature from the additional damage of a precise strike. This additional damage is precision
damage, and isn't multiplied on a critical hit. As a swift action, a fencer can spend 1 panache point to double her
precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is
lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a
deed costs (such as the Signature Deed feat).

Fencer Initiative (Ex): At 3rd level, while the fencer has at least 1 panache point, she gains a +2 bonus
on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has
any single light or one-handed piercing weapon that isn't hidden, she can draw that weapon as part of the
initiative check.

Fencer's Grace (Ex): At 7th level, while the fencer has at least 1 panache point, she takes no penalty for
moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's
space.

Superior Feint (Ex): At 7th level, a fencer with at least 1 panache point can, as a standard action,
purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing
weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the fencer's next turn.

Targeted Strike (Ex): At 7th level, as a full-round action the fencer can spend 1 panache point to make
an attack with a single light or one-handed piercing weapon that cripples part of a foe's body. The fencer
chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target
suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the
listed body locations that body part cannot be targeted. Creatures that are immune to sneak attacks are also
immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from
targeted strikes.

• Arms: The target takes no damage from the attack, but it drops one carried item of the fencer's choice,
even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
• Head: The target is confused for 1 round. This is a mind-affecting effect.
• Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks
are immune to this effect.
• Throat: The target is silenced for 1 round.
• Torso or Wings: The target is staggered for 1 round.

Bleeding Wound (Ex): At 11th level, when the fencer hits a living creature with a light or one-handed
piercing weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed
damage. The amount of bleed damage dealt is equal to the fencer's Dexterity modifier (minimum 1).
Alternatively, the fencer can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed
damage instead (fencer's choice). Creatures that are immune to sneak attacks are also immune to these types of
bleed damage.

Subtle Blade (Ex): At 11th level, while a fencer has at least 1 panache point, she is immune to disarm,
steal, and sunder combat maneuvers made against a light or one-handed piercing weapon she is wielding.

Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing weapon in one
hand, the fencer can spend 1 panache point to take the fighting defensively action as a swift action instead of a
standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action
increases to +4, and the penalty to attack rolls is reduced to –2.

Fencer's Edge (Ex): At 15th level, while the fencer has at least 1 panache point, she can take 10 on any
Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She
can use this ability in conjunction with the derring-do deed.
Perfect Thrust (Ex): At 15th level, while the fencer has at least 1 panache point, she can as a full-round
action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a light or
one-handed piercing weapon. When she does, she makes the attack against the target's touch AC, and ignores all
damage reduction.

Cheat Death (Ex): At 19th level, whenever the fencer is reduced to 0 hit points or fewer, she can spend
all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to
spend. Effects that kill the fencer outright without dealing hit point damage are not affected by this ability.

Deadly Stab (Ex): At 19th level, when the fencer confirms a critical hit with a light or one-handed
piercing weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The
target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + half of the fencer's level +
her Dexterity modifier. This is a death attack. Performing this deed does not grant the fencer a panache point.

Stunning Stab (Ex): At 19th level, when a fencer hits a creature with a light or one-handed piercing
weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a
Fortitude saving throw (DC 10 + half of the fencer's level + her Dexterity modifier) or be stunned for 1 round.
Creatures that are immune to critical hits are also immune to this effect.

Lunge Techniques: These techniques utilize the fast strikes of a fencer’s weapon. At 2nd level and every two
fencer levels thereafter, the fencer may choose to learn one of the following techniques.

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 effect, with a duration of 2d4 rounds. A creature can only
be the target of one Doom effect from this ability at a time. Prerequisites: A fencer must have the swarmstrike
lunge technique and be at least 16th level to select this lunge technique.

Featherblow (Ex): Because the fencer values successful hits over actual damage dealt, she can subtract
damage from her 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 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.

Keen Eye (Ex): When a fencer uses Shadowstick, it applies to every attack made during her turn.
Prerequisites: A fencer must have the shadowstick lunge technique and be at least 8th level to select this lunge
technique.

Manastrike (Ex): The fencer strikes at the miniscule pressure points that block the flow of Mana in
spellcasters. If the target fails it's save versus Shadowstick, the target also takes 1d4 points of MP damage per
four Fencer levels. Prerequisites: A fencer must have the shadowstick lunge technique and be at least 12th
level to select this lunge technique.

Night Talon (Su): As a standard action, the fencer makes a ranged attack with her melee weapon against
a target within 30 feet, dealing her normal weapon damage on a successful hit.

Parry (Ex): 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.

Piercing Blow (Ex): As a swift action, the fencer can declare her next attack to be a Piercing Blow. If the
attack hits, she can have it also affect a different foe that is adjacent to the first, using the same attack roll. The
second target does not have to be within reach of the fencer.

Piercing Flurry (Ex): When a fencer uses Piercing Blow, it applies to all attacks she makes this turn.
Prerequisites: A fencer must have the piercing blow lunge technique and be at least 8th level to select this
technique.

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: A fencer must have
the parry lunge technique and be at least 8th level to select this technique.

Riposte Mastery (Ex): As per riposte, except the fencer may make an additional riposte for each attack
she has successfully parried. However, all ripostes after the first receive a –5 penalty to her attack roll for each
time used after the first one. Prerequisites: A fencer must have the parry and riposte lunge techniques and be at
least 14th level to select this technique.

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

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

Swallowtail (Ex): As a standard action, the fencer can make an attack roll against all adjacent foes using
her highest BAB within reach.

Swarmstrike (Ex): When a fencer uses Stinger, it applies to every attack made during her turn.
Prerequisites: A fencer must have the stinger lunge technique and be at least 8th level to select this technique.

Deflect Arrows: At 2nd level, a fencer gains the benefit of the Deflect Arrows feat when using a light or one-
handed piercing weapon. The fencer does not need a free hand to use this feat. If the fencer already has this feat,
she may pick another Combat feat for which she meets the prerequisites for.

Evasion (Ex): At 2nd level and higher, a fencer can avoid even magical and unusual attacks with great agility.
If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful
save, she instead takes no damage. Evasion can be used only if the fencer is wearing light armor or no armor. A
helpless fencer does not gain the benefit of evasion.

Finesse Training (Ex): Beginning at 3rd level, a fencer selects one type of light or finesseable, one-handed
piercing melee weapons that she has selected with fencer weapon training and that she is proficient with. Once
this choice is made, it cannot be changed. Whenever she makes a successful melee attack or ranged attack (if
the weapon is a thrown weapon) with the selected weapon, she adds her Dexterity modifier instead of her
Strength modifier to the damage roll. If any effect would prevent the fencer from adding her Strength modifier
to the damage roll, she does not add her Dexterity modifier. The fencer can select an additional weapon at 7th
level and every four fencer levels thereafter, to a maximum of five weapons at 19th level.

Elaborate Parry (Ex): At 3rd level, a fencer gains a +1 deflection bonus to AC while wielding a light or one-
handed piercing weapon. Anything that causes the fencer to be disarmed also causes her to lose this deflection
bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Masterful Feint (Ex): At 5th level, a fencer can feint as a swift action instead of a standard action.
Additionally, when a fencer successfully feints an opponent, that opponent is denied its Dexterity bonus to AC
against all attacks that she makes until the start of her next turn.

Uncanny Dodge (Ex): Starting at 6th level, a fencer can react to danger before her senses would normally
allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker
is invisible. She still loses her Dexterity bonus to AC if immobilized. A fencer with this ability can still lose her
Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a fencer already has
uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Mobility (Ex): Starting at 6th level, the fencer gains Mobility as a bonus feat when wearing no armor or light
armor. If the fencer already has this feat, she may pick another Combat feat for which she meets the
prerequisites for.

Fleet-Footed (Ex): At 8th level, the fencer’s speed increases by 10 feet. She can take 20 on an Acrobatics
check once per day for every four fencer levels she possesses.

Extended Reach (Ex): The reach of a light or one-handed piercing weapon in the hands of a 9th level or higher
fencer is increased by 5 ft., but only on the fencer's turn.

Elaborate Defense (Ex): At 10th 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 every three levels of fencer she has attained.

Improved Uncanny Dodge (Ex): A fencer of 10th level or higher can no longer be flanked. This defense
denies an opponent the ability to sneak attack the fencer by flanking her, unless the attacker has at least four
more thief levels than the target has fencer levels. If a character already has uncanny dodge (see above) from
another class, the levels from the classes that grant uncanny dodge stack to determine the minimum thief level
required to flank the character.

Counterattack (Ex): At 11th level, a fencer can make an attack of opportunity against an opponent who hits
the fencer with a melee attack, so long as the attacking creature is within the fencer’s reach.

Lightning Strike (Ex): At 13th level, as part of a full attack, a fencer can make one additional attack. This
attack is at the fencer’s highest base attack bonus, but each attack in the round (including the extra one) takes a
–2 penalty.

Science of the Blade (Ex): At 14th level, a fencer is able to apply her specialized knowledge of anatomy and
physiology to her bladework. The fencer can make a dirty trick, disarm, or trip combat maneuver as a free
action with any successful attack using any one-handed piercing weapon. The fencer still provokes attacks of
opportunities when using these combat maneuvers if she does not have the appropriate feats to prevent it.
No Retreat (Ex): At 15th level, enemies adjacent to the fencer that take a withdraw action provoke an attack of
opportunity from the fencer.

Superior Reach (Ex): The reach of a light or one-handed piercing weapon in the hands of a 17th level or
higher Fencer is increased by an additional 5 ft., but only on the fencer's turn.

Surgical Strike (Ex): At 18th level, when a fencer confirms a critical hit with a light or one-handed piercing
weapon, she deals ability damage in addition to the normal bonus damage from the critical hit. The fencer
chooses which ability is damaged, and deals an amount of damage equal to the critical multiplier of the wielded
weapon.

Fencer Weapon Mastery (Ex): At 20th level, when a fencer threatens a critical hit with a melee weapon or
thrown weapons that belongs to a fighter weapon group that she selected with fencer weapon training, that
critical hit is automatically confirmed. Furthermore, the critical multipliers of such weapons increase by 1 (×2
becomes ×3, and so on).

You might also like