
Sevus |
Someone commented on the wishlist thread that they'd like an Int-centric melee fighter, so this is what I came up with in a hurry. This is a very rough draft, and any suggestions on additions, revisions, or critiques would be greatly appreciated.
Fencer
There are those who wield a blade, and then there are those who learn it. A fencer masters the style of fighting with a single blade, learning to wield his weapon with skill and finesse rather than brute strength.
Hit Die: d8
Attack Bonus: High
High Save: Reflex
Skills: 4 + Int/level
Class Skills: Acrobatics, Bluff, Craft, Intimidate, Knowledge (history), Knowledge(nobility), Perception, Profession, Sense Motive, Slight of Hand
Proficiencies: Simple weapons, Kukri, Short sword, Longsword, Rapier, Scimitar, Light Armor
Class Abilities:
Parry: At 1st level, a fencer learns to safely turn aside his opponent's strikes. When a fencer is attacked in melee he may make a single attack roll (before the result of the attack is known). If the fencer's attack roll exceeds his opponents, the attack misses.
Canny Defense: Starting at 1st level, while a fencer has a light or one-handed melee weapon in one hand and nothing in the other, and is wearing light or no armor, he adds his Intelligence modifier to his Armor Class. Any time he would lose his Dexterity modifer to his Armor Class, he also loses the benefit of this ability.
Flourish: As the fencer gains experience, he gains the ability to perform incredible displays of bladework called flourishes. He learns his first flourish at 2nd level, and then learns an additional flourish every two levels thereafter.
Perfect Strike: While wielding a light or one-handed melee weapon in one hand and nothing in the other, and wearing light or no armor, the fencer adds his Intelligence modifier to damage rolls instead of Strength. This damage is treated as precision damage.
Riposte: When a fencer succeeds in parrying his opponent's attack, if he exceeded his opponent's attack roll by 5 or more, he may make a single melee attack against that opponent as an immediate action.
Improved Riposte: When a fencer succeeds in parrying his opponent's attack, if he exceeded his opponent's attack roll by 5 or more, he may make an attack of opportunity against that opponent. A fencer must have the riposte flourish before learning this flourish.
Greater Riposte: When a fencer succeeds in parrying his opponent's attack, he may make an attack of opportunity against that opponent. A fencer must be at least level 10 and have the improved riposte flourish before learning this flourish.
Bonus Feat: A fencer may select a feat from the following list as a bonus feat. He still must meet all prerequisites to select that feat.
Bleeding Critical, Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus,Dazzling Display, Deafening Critical, Dodge, Exhausting Critical, Greater Vital Strike, Improved Critical, Improved Vital Strike, Mobility, Shatter Defenses, Sickening Critical, Spring Attack, Staggering Critical, Stunning Critical, Tiring Critical, Vital Strike, Weapon Finesse, Weapon Focus, Whirlwind Attack
Improved Canny Defense: The fencer no longer loses his Dexterity or Intelligence modifiers to Armor Class while flanked.
Greater Canny Defense: The fencer no longer loses his Dexterity or Intelligence modifiers to Armor Class while flat-footed. A fencer must have the Improved Canny Defense flourish before learning this flourish.
Superior Vital Strike: A fencer may apply the Vital Strike, Improved Vital Strike, or Greater Vital Strike feat to the first attack made as part of a full attack action. A fencer must have the Vital Strike feat before learning this flourish.
Lunge: At 5th level, the fencer gains Lunge as a bonus feat.
Recover: At 10th level, the fencer no longer suffers a penalty to Armor Class when using the Lunge feat.
Improved Precision: At 15th level, the fencer may inflict precision damage against enemies normally immune to precision damage. However, all other conditions to inflict the damage must still be met.
Master Fencer: At 20th level, the fencer has become a true master of swordsmanship. The fencer learns an extra flourish in addition to the one he learns every even level, and can make a full attack action as a standard action.

Sevus |
*looks at time* Yeah, maybe I should have posted a few hours ago. But it had been four days since the original post.
Anyways, glad that it looks like something that would be fun to play, and if it is overpowered, well, that's why I posted it here, to get some suggestions for balancing it. Looking forward to your comments.

Cheapy |

Someone commented on the wishlist thread that they'd like an Int-centric melee fighter, so this is what I came up with in a hurry. This is a very rough draft, and any suggestions on additions, revisions, or critiques would be greatly appreciated.
Fencer
There are those who wield a blade, and then there are those who learn it. A fencer masters the style of fighting with a single blade, learning to wield his weapon with skill and finesse rather than brute strength.
Hit Die: d8
Attack Bonus: High
High Save: Reflex
Skills: 4 + Int/level
Class Skills: Acrobatics, Bluff, Craft, Intimidate, Knowledge (history), Knowledge(nobility), Perception, Profession, Sense Motive, Slight of Hand
Proficiencies: Simple weapons, Kukri, Short sword, Longsword, Rapier, Scimitar, Light ArmorClass Abilities:
Parry: At 1st level, a fencer learns to safely turn aside his opponent's strikes. When a fencer is attacked in melee he may make a single attack roll (before the result of the attack is known). If the fencer's attack roll exceeds his opponents, the attack misses.
Canny Defense: Starting at 1st level, while a fencer has a light or one-handed melee weapon in one hand and nothing in the other, and is wearing light or no armor, he adds his Intelligence modifier to his Armor Class. Any time he would lose his Dexterity modifer to his Armor Class, he also loses the benefit of this ability.
Flourish: As the fencer gains experience, he gains the ability to perform incredible displays of bladework called flourishes. He learns his first flourish at 2nd level, and then learns an additional flourish every two levels thereafter.
Perfect Strike: While wielding a light or one-handed melee weapon in one hand and nothing in the other, and wearing light or no armor, the fencer adds his Intelligence modifier to damage rolls instead of Strength. This damage is treated as precision damage.
Riposte: When a fencer...
Don't take the sarcasm personally.
Critiques:
Why wouldn't I use Parry every single time I'm attacked? At least make it use an AoO, so it'd cost something.
Perfect Strike is a resource tax. The whole point of the character is to use Int as a fighter. Why wouldn't someone take it? I'd make it a level 1 ability.
If I read it correctly, if you parry someone, and haveriposte and improved riposte, and greater riposte you'll get three attacks against them? Why does Improved Riposte / Greater Riposte use an AoO? What happens when a fighter with a lot of attacks targets them for their 6 attacks. Suddenly the Fencer would get 18 attacks against them, without even using up their turn? Assuming they had Combat Reflexes of course.
If you can just Parry everything, wouldn't it be best to keep your AC at a minimum? Negating all the melee damage against you would be pretty easy with Parry.
Superior Vital Strike. Uhhh...So for a short two level dip (that lets you parry too!) I can use Greater Vital Strike in a full attack action? Yes please.
Improved Precision: It is my understanding that foes immune to precision damage are as such since there's no place to hit to do more damage. This doesn't make sense. Also, if the player is an uneducated cow, they may not have taken Precise Strike, so this would be useless.
Master Fencer: Sweet, so now I can use Superior Vital Strike during my full-attack action that I get (for the cost of a standard action) during my Spring Attack! This is extremely powerful.
Recommendations:
Precise Strike should be a level 1 ability.
Nuke Superior Vital Strike from Orbit. Or at least make it require level 15.
Use the Parry from the Duelist.
Use Riposte from the Duelist. Get rid of the further ones in their current forms.
Improved Riposte could be something that puts the enemy at a disadvantage. -2 to AC or something.
Master Fencer: seriously rethink this. It is vastly better than the Fighter's capstone ability.

Sevus |
Okay, some clarification.
Parry is a rather powerful ability, initially I had it apply only if you were fighting defensively. Would that help balance it at all? I don't want to copy & paste the Parry from the Duelist, as I felt that was a fairly weak class ability. Minimizing AC would be a bad idea, given that you'd be very susceptible to ranged attacks.
Perfect Strike should be first level, not a flourish, I agree with that. Will change in the first revision.
Riposte, Improved Riposte, and Greater Riposte attacks do not stack. Riposte lets you take an immediate action to make your counter attack. Improved Riposte has you do it as an AoO instead, so you have your swift action to do other things, and you can Riposte multiple times a round with Combat Reflexes. Greater Riposte gets rid of the "beat the attack by 5 or more" prerequisite.
You could two-level dip into Fencer for Superior Vital Strike, though you still have to be a free-hand fighter to Parry. Also, you only get your Greater Vital Strike damage on the first attack. I can see the point of making it only making it available to dedicated Fencer builds, but I'd rather make it an option for multiclass characters as well...maybe 6th level, where a straight-class Fencer would qualify for the Vital Strike Feat?
I concede the point on fluff for Improved Precision, it was entirely a mechanics choice, and probably a poor one at that. I was kind of reaching for ideas though, any ideas on what to replace it with?
I realize that Master Fencer is a powerful ability. I also stole it from the mobile fighter archetype in the APG. At 11th level, the mobile fighter gets Rapid Attack, which lets him combine a single move with a full attack action. He forgoes his attack at his highest bonus, but he gets it at 11th level (he also can attack anywhere along his movement, which the fencer cannot, even with Spring Attack). The mobile fighter's capstone, Whirlwind Blitz, also allows the mobile fighter to make their full attack as a standard action, and use the Whirlwind Attack feat as a standard action. So powerful, but with precedent. The extra flourish may be a bit much, however.
Thanks for the feedback, Cheapy!

Cheapy |

Ugh. just lost a whole post.
I didn't read the Ripostes closely enough it would seem. sorry about that.
Parry as a defensive fighting option seems decent. Maybe a system where if you failed to parry by 5 * (number of parried attacks this round against this enemy) you couldn't parry again this round would work too. The multiplicative part is to make it so later attacks aren't easier to beat. Also, being able to parry animals just seems weird to me.
Superior VS as a 6th level makes a lot more sense.
I didn't realize the capstone had a precedent. In light of that, it's much better.
As for replacing Improved Precision, I'd replace it with something about Disarming or using Dirty Trick maneouvers. Preferably Dirty Trick, since it doesn't require the enemy to be armed to be useful!
Perhaps an ability to apply mInt * 1.5 to damage instead of just mInt would work too. A small damage boost at higher levels.

Sevus |
Ouch, I know how that goes.
I'll clarify Riposte, I think I just thought it was more self-evident than it was. My fault, the way I worded it left it open to your original interpretation.
So your suggestion on parrying means for example:
A fencer is fighting defensively, and attempts to parry an opposing fighter's attack. The fighter's attack roll is 15. The fencer parries on a 16 or greater, but cannot parry again that round unless they roll a 20 or greater. Assuming the fencer rolls their 20, and the fighter's next attack roll is a 12, the fencer would have to roll a 22 or be unable to parry another attack that round, and so on. Do I have that right? Alternatively, I could exclude parrying natural attacks for verisimilitude, though I can see a fencer taking a high block and whirl out of the way from a natural attack.
Now that I look at it more closely, dirty trick is right up the fencer's alley. Heck, any combat maneuver except for possibly steal fits the fencer pretty well, I'm not sure why I didn't add the improved and greater maneuver feats to the bonus feat flourish. Maybe just a +2 bonus to CMB and CMD while free-hand fighting? I'm not sure really what can be done with specific maneuvers that the Improved/Greater feats don't already accomplish, and locking them into a specific maneuver has the issue of making all other maneuvers less useful to the fencer.
Since Perfect Strike is going to be a first level ability, Improved Perfect Strike letting you inflict extra damage as you suggested would be useful to all fencer builds at least. I might just go with that.
Thanks again for the input!

Cheapy |

I meant possibly explore EITHER using Parry as fighting defensively, OR using the 5*(num parries) rules. That wasn't really clear in my text, so sorry about that. Also, they weren't what I had in my mind when I wrote them. RAW, the fencer would need to lose the opposed roll by 5 or more. Here's my refined version, which I think is better.
A fighter attacks the Fencer with 3 attacks, at +11/+6/+1. On the first attack (a 16), the Fencer rolls his attack and rolls an 11. Due to his bonuses, this ends up being 17. This means he can continue to parry. On the second attack (a 16 again), the Fencer rolls to parry. He gets an 11 once more. But this time, his bonus was only +1 since he already parried once. One parry means he had a penalty of -5.
He fails this one, and can't roll to parry the 3rd attack, as well as taking damage from the second.
Basically, it's using the rules of multiple attacks to deal with multiple parries. There should probably be some hard limit of number of attacks they can parry per round though.
Further, I think the Fencer should have to designate one foe per round, and they can only parry their attacks. A real fencer will be focusing on just one guy, so perhaps this guy should too? Perhaps they get a boost against this one enemy, much like the Ranger's quarry, or the various challenges.
I'm not sure if *all* combat maneuvers fit. Sunder, bullrush, grapple, and steal are the ones that stick out in my opinion. But the others (if I recall them all) seem fine.

Kryzbyn |

I think if you were to do parry fairly, it would need to be a skill or a combat maneuver.
As a skill, it could be DEX bonus + ranks = to BAB + 1/2 level, DC 15 minimum, modified for how much they exceeded your AC by, impossible to parry crits (as skill checks don't auto suceed on a nat 20).
As a combat maneuver, I'd require you to be fighting defensively and use the above check, only using CMD inplace of CMB, or possibly counter the melee attacks as you'd counter spells ie. readying actions to use as possible parrys and burning future actions.
Riposte would be an AoO on a sucessful parry, as it is for the Duelist, so you'd need combat reflexes to make it useful (more than 1 AoO a round, but that still doesn't get past 1 AoO per target per occurence).

Kolokotroni |

Ok, so first of all, this class has ALOT of dead levels. Near as I can tell, 3,7,9.11,13,17,19 you get nothing. This isnt a PFRPG class. Classes that dont get spells should get something every level.
Next, in pfrpg generally classes that have full bab are d10, is there a reason you diverge from this conventions? Again it really seems like this is a 3.5 class not a pathfinder one.
Next what exactly is the purpose of improved canny defence? You dont lose dex bonuses when flanked. Do you perhaps mean cannot be flanked instead? You might consider using the wording from the rogue abilities of uncanny dodge and improved uncanny dodge instead of making up your own. Familiar is usually better with regards to clarity.
Parry/Riposte: This should not take up so many 'flourishes'. This is the meat and potatoes of the class block and attack back. It should be an automatic ability, with 1 talent to make it an attack of opportunity (so you can do it more then once per round)
Perfect strike. Because this is instead of strength rather then in addition to, this class gets no damage bonus from it, and thus will have serious problems. The Superior vital strike ability along with master fencer is abusable, but without it, this class basically does no damage.
Even if you take perfect strike, this class needs dex (light armor) con (duh) enough strength to hold up light armor and a high int. As opposed to the heavy armor types that nead strength and con and thats it. So chance are a fencers int will be less then a strong characters strength.
So the fencer has something like 1d6+int[lets say 4] damage to the fighters 2d6+1.5*str[lets say 7] damage + weapon training/weapon spec, or the rangers favored enemy or the paladins smite. The difference will eventually be tremendous and the fencer will be punchless.
at level 1 the fencer does an average of 7.5 damage on a hit, the fighter does 14. At level 10 the difference is far more dramatic with the fencer still at 1d6+int[still 7.5 per attack on a full attack] and the 2handed fighter doing 2d6+str+weapon speci+2weapontraining[18 damage per full attack]. Add to that the difference in the gains for things like power attack and the room for more feats and the 2handed fighter literally leaves the fencer in the dust. Sure he can parry, but he cant do any real damage back.
So you have to re-examine how you use vital strike in this class, or find a different damage bonus (something like the duelist precise strike instead, or adding int to str for damamge instead of replacing it). I mean even with superior vital strike flourish [assume power attack], at level six you are looking at 2d6+int+4[powerattack]/1d6+int+4 vs a 2handed fighter 2d6+1.5str+6[powerattack]+2[weapontraining]+2[weapon spec]/2d6+[all that stuff in the previous attack].
It would get better at higher levles when you get improved vital strike and finally greater vital strike, but the class will really sag until then. I strongly recommend you retool the class to not need 3 feats that you get at 6th, 11th and 16th levels in order to do it's damage.
It also doesnt have to be damage, you can focus on inflicting negative conditions instead. If you move Some of the flourishes (riposte and canny defense ones) to the odd dead levels as granted abilities, you can leave yourself options for things like Stunning flourish, weakening flourish, etc. You could tie them to criticals (fencers after all are best with rapiers arent they?) Super Genius Games put out a critical feat pdf a while back that might serve as inspiration for the kind of things that might be balanced at low levels.
Like i said being able to block attacks is nice, but with limited offense this class cant fufill the melee role and will be relegated to the 5th party member status at best.

Sevus |
I meant possibly explore EITHER using Parry as fighting defensively, OR using the 5*(num parries) rules. That wasn't really clear in my text, so sorry about that. Also, they weren't what I had in my mind when I wrote them. RAW, the fencer would need to lose the opposed roll by 5 or more. Here's my refined version, which I think is better.
A fighter attacks the Fencer with 3 attacks, at +11/+6/+1. On the first attack (a 16), the Fencer rolls his attack and rolls an 11. Due to his bonuses, this ends up being 17. This means he can continue to parry. On the second attack (a 16 again), the Fencer rolls to parry. He gets an 11 once more. But this time, his bonus was only +1 since he already parried once. One parry means he had a penalty of -5.
He fails this one, and can't roll to parry the 3rd attack, as well as taking damage from the second.
Basically, it's using the rules of multiple attacks to deal with multiple parries. There should probably be some hard limit of number of attacks they can parry per round though.
Further, I think the Fencer should have to designate one foe per round, and they can only parry their attacks. A real fencer will be focusing on just one guy, so perhaps this guy should too? Perhaps they get a boost against this one enemy, much like the Ranger's quarry, or the various challenges.
I'm not sure if *all* combat maneuvers fit. Sunder, bullrush, grapple, and steal are the ones that stick out in my opinion. But the others (if I recall them all) seem fine.
I think I get your suggestion now, and I agree, limiting the number of parries per round is probably a good idea. I think I'm going to just limit it to defensive fighting, however, as it's a lot simpler than trying to define specific parry-only rules.
Regarding limiting it to a designated opponent, I disagree. Yes, a fencer would have been trained for single combat historically, but the swordsman who surmounts incredible odds through sheer skill and a healthy dose of luck is a fantasy archetype that the fencer should be able to fulfill. Perhaps if you can only parry as many times a round as you get attacks? That along with restricting it to when the fencer is fighting defensively would go a long way towards balancing it, I feel.
Regarding combat maneuvers, I think sunder fits the duelist just as well as disarm, the sword-breaker dagger was designed to let someone like a fencer ruin an opponent's sword, after all. Grapple again for the same reasons, training to restrain your opponent until you could disarm them, risky but effective. I can't make a similar case for bull rush or steal, but since I'm working with Improved Perfect Strike (totally not an oxymoron there...), I think I can leave them off the bonus feat list and just let the player decide if they want to invest in combat maneuver feats. Most fencing schools wouldn't want to teach their fencers to fight dirty for example (and disarming your opponent is strictly forbidden in fencing), dueling is an honorable profession after all, but a fencer more concerned with keeping his life than his honor would learn to perform dirty trick maneuvers on his own.

Sevus |
Ok, so first of all, this class has ALOT of dead levels. Near as I can tell, 3,7,9.11,13,17,19 you get nothing. This isnt a PFRPG class. Classes that dont get spells should get something every level.
Next, in pfrpg generally classes that have full bab are d10, is there a reason you diverge from this conventions? Again it really seems like this is a 3.5 class not a pathfinder one.
Next what exactly is the purpose of improved canny defence? You dont lose dex bonuses when flanked. Do you perhaps mean cannot be flanked instead? You might consider using the wording from the rogue abilities of uncanny dodge and improved uncanny dodge instead of making up your own. Familiar is usually better with regards to clarity.
Parry/Riposte: This should not take up so many 'flourishes'. This is the meat and potatoes of the class block and attack back. It should be an automatic ability, with 1 talent to make it an attack of opportunity (so you can do it more then once per round)
Perfect strike. Because this is instead of strength rather then in addition to, this class gets no damage bonus from it, and thus will have serious problems. The Superior vital strike ability along with master fencer is abusable, but without it, this class basically does no damage.
Even if you take perfect strike, this class needs dex (light armor) con (duh) enough strength to hold up light armor and a high int. As opposed to the heavy armor types that nead strength and con and thats it. So chance are a fencers int will be less then a strong characters strength.
So the fencer has something like 1d6+int[lets say 4] damage to the fighters 2d6+1.5*str[lets say 7] damage + weapon training/weapon spec, or the rangers favored enemy or the paladins smite. The difference will eventually be tremendous and the fencer will be punchless.
at level 1 the fencer does an average of 7.5 damage on a hit, the fighter does 14. At level 10 the difference is far more dramatic with the fencer still at 1d6+int[still 7.5 per attack on a full...
Allowing Strength to stack with Perfect Strike does very little for the class on its own, other than making it even more MAD. 13 STR is all I envision this class wanting, and that's an extra 1 point of damage, 2 if you drop a point into STR to make it 14, and a decent 5 if you get that and a belt of physical perfection. The issue lies more in the fact that freehand fighting is inherently far less damaging than two-handed fighting than replacing STR with INT. Assuming PS stacked with STR, you're still doing 1d6 + mSTR + mINT + Power Attack at 1st through 5th level, while the fighter gets 2d6 + (1.5 x mSTR) + (1.5 x Power Attack).
I agree on making some of the flourishes class features, the fact that a lot of the levels were empty was one of the things that bugged me about the class. Riposte as a 3rd level ability, with Improved Riposte as a flourish sounds good.
RAW, Improved Canny Defense would allow you to retain your bonuses to Armor Class while being flanked, also making you immune to a rogue's sneak attack, but would not negate the +2 bonus to attack rolls flanking opponents gain. Just making it "cannot be flanked," however, would be far simpler, and draw upon existing mechanics. Good idea.
Regarding critical flourishes (Stunning Flourish, Blinding Flourish, etc), how would this be any different than the critical feats (which can be chosen as bonus feats)?

Kolokotroni |

Regarding the critical flourishes, i recommend checking out this super genius games product They have a number of feats there that grant effects in place of the extra damamge from a critical. Things like Deface, Parrying strike, Shock or tendon cut are great Feat = Flourish options.
Or you could have flourishes that impose negative conditions for a save or at the expense of damage.
Forarm cut, on a successful parry/riposte you can direct your attack agaisnt the arm(s) your opponent is wielding a weapon. When making an attack you can forgoe the damage from Perfect Strike (which should be a 1st level ability) in order to give the target a penalty to his CMD vs disarm attempts equal to half the damage sacrificed. This penalty remains until the target is the subject of a DC 15 heal check or magical healing of some kind.
Hamstring: As a standard action you may make a single attack, if successful the target much make a Fortitude Save = 10+1/2 your fencer level + your int modifier or suffer a -4 penalty to dexterity. This penalty remains until the target is the subject of a DC 15 heal check or magical healing of some kind.
You could make similar flourishes to the above for strength, con. Thus its more in line with stunning strike instead of the crit feats. It also means that even if you arent doing the most damage you still pose a threat and have some bite.

Sevus |
*raises hand*
Isn't this really similar to duleist?
Insomuch as the Magus is similar to the Eldritch Knight - it's meant to allow you to play a specific character concept from 1st level instead of waiting until you can take the prestige class. It also does some things better than the duelist, in my opinion, but then I'm biased - it is my class.
This class is basically the duelist on steroids - not that this is a bad thing. Mechanically, one problem is that full BAB should correspond with d10 hit dice. Pathfinder went out of its way to establish BAB/hit die correspondence, let's stick to that.
I'm not really a fan of marrying BAB to HD, d8 was chosen to emphasize not getting hit, which is what the duelist aims to do, rather than just soak the damage. But given it's the convention, d10 it is.
Working on revising the class, as soon as I've got the first revision down, I'll put it up.

Dabbler |

I'm not really a fan of marrying BAB to HD, d8 was chosen to emphasize not getting hit, which is what the duelist aims to do, rather than just soak the damage. But given it's the convention, d10 it is.
Yes, it's the way Pathfinder was made.
I like the concept, I like the emphasis on brain over brawn. I think it could do with more 'fighter similarity' in some respects, such as some bonus feats rather than abilities, but it's a sound concept.

Gallo |

Regarding combat maneuvers, I think sunder fits the duelist just as well as disarm, the sword-breaker dagger was designed to let someone like a fencer ruin an opponent's sword, after all.
If you want to make sword-breaker daggers, main-gauches or various other off-hand weapons viable, ie for sundering, then you need some kind of exemption for abilities that only work when you have your offhand free.
Another ability that might fit is some kind of insight bonus to attacks or damage if you spend X rounds not attacking your opponent or a bonus for every iterative attack you give up in a round. This would match a fencer watching their opponent to see if they have any exploitable pattern in their technique or some flaw that can be taken advantage of.
And given this is a fantasy setting, some kind of bluff/feint ability based around witty quips and sparkling repartee would be a fun option.

Sevus |
Yes, it's the way Pathfinder was made.
I like the concept, I like the emphasis on brain over brawn. I think it could do with more 'fighter similarity' in some respects, such as some bonus feats rather than abilities, but it's a sound concept.
Bonus Feat is an available flourish. I might make it "the fencer gains a bonus combat feat" for simplicity's sake, but you can gain bonus feats every even level like a fighter if you'd like, especially since riposte and perfect strike are moving to class abilities.
Sevus wrote:Regarding combat maneuvers, I think sunder fits the duelist just as well as disarm, the sword-breaker dagger was designed to let someone like a fencer ruin an opponent's sword, after all.If you want to make sword-breaker daggers, main-gauches or various other off-hand weapons viable, ie for sundering, then you need some kind of exemption for abilities that only work when you have your offhand free.
Another ability that might fit is some kind of insight bonus to attacks or damage if you spend X rounds not attacking your opponent or a bonus for every iterative attack you give up in a round. This would match a fencer watching their opponent to see if they have any exploitable pattern in their technique or some flaw that can be taken advantage of.
And given this is a fantasy setting, some kind of bluff/feint ability based around witty quips and sparkling repartee would be a fun option.
The example was badly chosen, though a dual-wielding fencer archetype would be an interesting project after I finish the class.
Yes, a fencer will often spend time feeling out his opponent before executing his strategy (except saberists), but not attacking is about the worst thing you can do as a fencer. I can speak from experience there. It also emphasizes single combat, which I did kind of want to get away from. However, perhaps an advantage of some sort if you can catch your opponent off-guard (flat-footed)?
But that would encroach on the Dashing Swordsman PrC! And we can't do that.

Gallo |

Yes, a fencer will often spend time feeling out his opponent before executing his strategy (except saberists), but not attacking is about the worst thing you can do as a fencer. I can speak from experience there. It also emphasizes single combat, which I did kind of want to get away from. However, perhaps an advantage of some sort if you can catch your opponent off-guard (flat-footed)?
I have also fenced and my parents were both champion fencers. Since sport fencing is all about one-on-one and has some restrictions that do not translate to real sword fighting (limited target area, riposte rules etc), trying to equate any aspect of the sport to pathfinder would be difficult. So trying to build a class that is more "swashbuckler" than fencer might be more feasible.
If you are after a base class who wields a rapier or sabre with dash and panache while not getting clobbered by the heavily armoured "traditional" Pathfinder melee types you are going to have to look more towards the "dashing swordsman" (but perhaps a bit more three dimensional than the mighty Elan!).

mdt |

Ok,
My suggestion, to avoid MAD for this class...
Insightful Strike (1st level) : A fencer is trained to think about where his opponent will be not now, but when his blade moves, and so his strikes precisely where the opponent will be. As such, a fencer adds his INT bonus to his BAB whenever he is using a light one-handed weapon in his primary hand, and nothing in his off hand.
Weapon Finesse (2nd level) : A fencer gains the Weapon Finesse feat as a class feature at 2nd level.
Insightful Placement (3rd level) : A fencer is trained to place his strikes precisely where it needs to go to do the most damage. As such, a fencer adds his INT bonus to his damage whenever he is using a light one-handed weapon in his primary hand, and nothing in his off hand. This damage is considered precision damage, and is not multiplied on a critical (although immunity to criticals does not negate this damage).
What this does is cut the MAD down a bit. The Fencer can go with DEX, INT, and CON, and ignore STR. This means he can still have a d8 and 3/4 BAB, since he's boosting his BAB by both his DEX and his INT.
EDIT : I'd also let him add his INT Bonus to his CMB/CMD about level 5. So he can do some of those dirty tricks and avoid having them done to him.

Dabbler |

You cannot avoid MAD for the class, it will happen.
You need strength to inflict damage, dexterity for quickness (AC and weapon finesse), constitution to take damage (you can't avoid it, you WILL get hit no matter how nimble you are), Intelligence to add to AC and damage if you want to go that way (and most swashbucklers seem to want to).
The thing is making a MAD class that allows things to stack up without being broken.

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I had been (half-heartedly) working for many years on this concept for 3.5 ed. Much work was done and things discussed. Many good things were produced and many ideas were scrapped. Take a look at what the community helped me with, and it may give you some ideas. Just keep in mind that Pathfinder wasn't in my toolbox at the time.

mdt |

You cannot avoid MAD for the class, it will happen.
You need strength to inflict damage, dexterity for quickness (AC and weapon finesse), constitution to take damage (you can't avoid it, you WILL get hit no matter how nimble you are), Intelligence to add to AC and damage if you want to go that way (and most swashbucklers seem to want to).
The thing is making a MAD class that allows things to stack up without being broken.
You can keep it down to 3 stats though, if you take STR out of the equation. IE: If you give them damage from their INT on top of STR, they can ignore STR and take a 10 in it (or a 12), and put their higher stats in INT and DEX, then CON. I agree you can't completely get away from MAD for this type of class, but you can at least keep it down to 3 stats, and if you roll good, you can keep the str higher than needed for an extra couple of pts of damage.
I can see that this is a class though that is going to spend the majority of it's cash on headbands and belts though, to keep up with the fighter, but that's ok, since they aren't going to be getting heavier armor.

Dabbler |

Dabbler wrote:You cannot avoid MAD for the class, it will happen.
You need strength to inflict damage, dexterity for quickness (AC and weapon finesse), constitution to take damage (you can't avoid it, you WILL get hit no matter how nimble you are), Intelligence to add to AC and damage if you want to go that way (and most swashbucklers seem to want to).
The thing is making a MAD class that allows things to stack up without being broken.
You can keep it down to 3 stats though, if you take STR out of the equation. IE: If you give them damage from their INT on top of STR, they can ignore STR and take a 10 in it (or a 12), and put their higher stats in INT and DEX, then CON. I agree you can't completely get away from MAD for this type of class, but you can at least keep it down to 3 stats, and if you roll good, you can keep the str higher than needed for an extra couple of pts of damage.
I can see that this is a class though that is going to spend the majority of it's cash on headbands and belts though, to keep up with the fighter, but that's ok, since they aren't going to be getting heavier armor.
Yes, you can. In practice this class will largely hinge on Dex and Int - fast footwork and fast wits, basically. But the other attributes will always be useful: Str for added damage, Con for tougher hit points, Wis for willpower, Cha for flamboyance (and those occasional Improved Feints).

Sevus |
Strength will be only useful to the class if I take the suggestion that it stack with Intelligence for damage, which I am definitely not sold on. Otherwise, you take 13 STR to get Power Attack maybe and then don't worry about it again (you can actually dump it to an extent if you don't want Power Attack, though that means you'll probably be investing in mithral gear). Your accuracy comes from DEX (I probably ought to give Weapon Finesse as a bonus feat somewhere, it's a feat tax right now), and your power from INT, and both are already buffing your AC. Constitution and Wisdom are nice, as always, but poor Charisma isn't a necessary component of the class. It is if your concept is the dashing swordsman, but there is little mechanical benefit: Bluff is already a class skill, and that can make up for any Charisma deficit when feinting.

Dabbler |

Strength will be only useful to the class if I take the suggestion that it stack with Intelligence for damage, which I am definitely not sold on.
Why wouldn't it be? If this is the Duelist on steroids, then Precise Strike stacks with strength damage for that class, and for the old Swashbuckler from Complete Warrior in 3.5 it stacked Intelligence bonus with Strength bonus for damage.
It doesn't get broken because the class is MAD: You are hinging to-hit on Dexterity (from Weapon Finesse), so you need high Dex to compete with the fighter, and damage on Intelligence. That gives you two scores you have to max out on, rather than just strength. Hence your Strength is not going to be a high priority, and stacking strength and intelligence bonuses is only going to match the strength-based fighter's damage, not exceed it. Added to that, you will likely find that your fighter's weapon is doing more base damage as well ...
For example, on a 20 point buy your strength fighter can have 18 strength (16 +2 racial) and 14 Dex and Con. Your Fencer can go for 18 dexterity (16 +2 racial) and 16 intelligence. So your strength fighter has +4 to hit from strength and +4 to damage. The Fencer has +4 to hit from Dexterity (weapon finesse) and +3 to damage; if he split his 10 points he put into Intelligence between Intelligence and Strength, he cannot get more than +4 damage out of them.
Edit: If other factors hinge off intelligence as well, strength just does not come into the equation except as an also-ran. It might get more influential later with belts of perfection and headbands of mental might but frankly the strength fighters +50% for his two-handed weapon is always going to trump it. The Fencer will need the bonus damage from strength just to keep up ...

Sevus |
Okay, Fencer-R1!
Fencer
Hit Die: d10
Attack Bonus: High
High Save: Reflex
Skills: 4 + Int/level
Class Skills: Acrobatics, Bluff, Craft, Intimidate, Knowledge (history), Knowledge (nobility), Perception, Profession, Sense Motive, Slight of Hand
Proficiencies: Simple weapons, Kukri, Short sword, Longsword, Rapier, Scimitar, Light Armor
Class Abilities:
Parry: At 1st level, a fencer learns to safely turn aside his opponent's strikes. Once per round, when a fencer is attacked in melee while fighting defensively, he may make an attack roll (before the result of the attack is known). If the fencer's attack roll exceeds his opponents, the attack automatically misses. Starting at 6th level, and every five levels thereafter (11th, and 16th), the fencer may parry an additional attack each round.
Precise Strike: Starting at 1st level, while the fencer is wielding a light or one-handed melee weapon in one hand and nothing in the other, and is wearing light or no armor, he adds his Intelligence modifier to damage rolls instead of Strength. This damage is treated as precision damage.
Canny Defense: Starting at 1st level, while a fencer has a light or one-handed melee weapon in one hand and nothing in the other, and is wearing light or no armor, he adds his Intelligence modifier to his Armor Class. Any time he would lose his Dexterity modifer to his Armor Class, he also loses the benefit of this ability.
Flourish: As the fencer gains experience, he gains the ability to perform incredible displays of bladework called flourishes. He learns his first flourish at 2nd level, and then learns an additional flourish every two levels thereafter.
Improved Riposte: When a fencer makes an attack through the Riposte class ability, it is treated as an Attack of Opportunity instead of an immediate action. A fencer must have the Riposte class ability before learning this flourish.
Combat Flourish: The fencer gains a bonus combat feat. This flourish may be learned more than once.
Improved Canny Defense: A fencer with this flourish can no longer be caught flat-footed or be flanked in combat. This ability denies a rogue the ability to sneak attack a fencer by flanking him, unless the rogue has four or more rogue levels than the target has fencer levels. A fencer must be 4th level before learning this flourish.
Superior Vital Strike: While a fencer with this flourish has a light or one-handed melee weapon in one hand and nothing in the other, and is wearing light or no armor, he may apply the Vital Strike, Improved Vital Strike, or Greater Vital Strike feat to the first attack he makes as part of a full attack action. A fencer must be 6th level and have the Vital Strike feat before learning this flourish.
Weakening Strike: When a fencer with this flourish attacks while using the Precise Strike ability, he may attempt to weaken his opponent instead of wound. If the attack connects, he does not add his Intelligence modifier to damage, but instead his target must make a Fortitude save against a DC of 10 + the fencer's Intelligence modifier + one-half the fencer's level or suffer a -4 penalty to Strength. This penalty remains until the target is the subject of a DC 15 Heal check or recieves magical healing.
Hamstring: When a fencer with this flourish attacks while using the Precise Strike ability, he may attempt to hamper his opponent's ability to move. If the attack connects, he does not add his Intelligence modifier to damage, but instead his target must make a Fortitude save against a DC of 10 + the fencer's Intelligence modifier + one-half the fencer's level or suffer a -4 penalty to Dexterity. This penalty remains until the target is the subject of a DC 15 Heal check or recieves magical healing.
Expose: When a fencer with this flourish attacks while using the Precise Strike ability, he may attempt to exploit a weakness in his opponent's defenses, and reveal it to his allies. If the attack connects, he does not add his Intelligence modifer to damage, but instead his target suffers a -2 penalty to Armor Class for a number of rounds equal to the fencer's Intelligence modifier.
Blinding Attack: When a fencer with this flourish attacks while using the Precise Strike ability, he may attack at his opponent's eyes. If the attack connects, he does not add his Intelligence modifier to damage, but instead the target gains the blinded condition for a nuber of rounds equal to the fencer's Intelligence modifier.
Wounding Attack: When a fencer with this flourish attacks while using the Precise Strike ability, he may attempt to inflict a lasting wound. If the attack connects, he does not add his Intelligence modifier to damage, but instead the target must make a Fortitude save against a DC of 10 + the fencer's Intelligence modifier + one-half the fencer's level or take bleed damage each round equal to the fencer's Intelligence modifier.
Weapon Finesse: At 3rd level, the fencer gains Weapon Finesse as a bonus feat.
Riposte: Starting at 5th level, when the fencer successfully parries an opponent's attack, and his attack roll exceeds his opponent's by 5 or more, as an immediate action, he can make a single attack against that opponent. At 13th level, the fencer no longer needs to exceed his opponent's attack roll by 5 or more.
Lunge: At 7th level, the fencer gains Lunge as a bonus feat.
Improved Weapon Finesse: Starting at 9th level, while the fencer is wielding a one-handed weapon in one hand and nothing in the other, and is wearing light or no armor, he may apply the effect of the Weapon Finesse feat.
Recover: At 11th level, the fencer no longer suffers a penalty to Armor Class when using the Lunge feat.
Improved Precise Strike: At 15th level, when the fencer uses their Precise Strike ability, they may add one-and-a-half times their Intelligence modifier to damage instead.
Aggripa: Starting at 17th level, while the fencer is wielding a light or one-handed weapon in one hand and nothing in the other, and is wearing light or no armor, he may ignore difficult terrain.
Master Fencer: At 20th level, the fencer has become a true master of swordsmanship. The fencer learns an extra flourish in addition to the one he learns every even level, and can make a full attack action as a standard action.
Obviously when I got to Aggripa, I was running dry on ideas, but it's a flavorful ability at least. Subject to change, and I'm taking suggestions. Also, I didn't notate them in the class directly, but while Weakening Strike, Hamstring, and Expose stack with one another, they do not stack with themselves. Additionally, you can only apply one of the attack flourishes to an attack action.
Regarding Strength and Intelligence stacking, I'm not concerned about it being broken, I'm concerned about making the fencer more MAD than he has to be. If you gain no mechanical benefit from Strength, then you don't have to worry about it, that's gold and points that can be spent elsewhere. At 15th, the fencer gets 1.5x mINT now himself, and the new attack flourishes give him some debuff options to give him sting outside of pure damage. Hopefully it'll be fun and effective as written, but nothing's to say that you can't house rule STR/INT stacking - it is a homebrew class, after all.

Dabbler |

This is better, but you are still better off going Duelist as soon as possible even with this build.
Weapon & Armour proficiency: Why not all simple and light martial weapons?
Precise Strike: 2nd rate compared to the Duelist's. I suggest that (a) you stack it with strength and (b) make it +1 per 5 levels like Weapon Training, and make the bonus to hit and damage. Add Improved Precise Strike to add in Intelligence, or else the Duelist becomes too good an option to ignore.
Parry: Look at the Duelist's parry, it makes sense to have two class abilities with the same name function the same way. You could add this option at 6th level when they get a second attack.
Improved Weapon Finesse: This is a joke - no-one using a light weapon with low strength will wait this long to get Weapon Finesse. Give them Weapon Finesse as a feat at 1st level and have done.
How about this as a Flourish?
Main Gauche - when using a dagger in the left hand with the benefit of the Two Weapon Fighting feats, the Fencer may use the dagger to parry only and not lose any advantages of not using an off-hand weapon granted by their class.

Sevus |
This is better, but you are still better off going Duelist as soon as possible even with this build.
Weapon & Armour proficiency: Why not all simple and light martial weapons?
Flavor reasons, mostly. Besides, light melee weapons means you'd have to take another class or be an elf to get rapier and longsword.
Precise Strike: 2nd rate compared to the Duelist's. I suggest that (a) you stack it with strength and (b) make it +1 per 5 levels like Weapon Training, and make the bonus to hit and damage. Add Improved Precise Strike to add in Intelligence, or else the Duelist becomes too good an option to ignore.
Right now, it lets you fight without Strength, which is what it was designed to do. Yes, the Duelist's level to damage is better, but is useless against crit-immune enemies, requires 2 ranks of a cross-class skill, and sacrifices 2 parries/round, recover, the improved riposte, improved precise strike, Aggripa, and master fencer, as well as pushing lunge and improved weapon finesse past the point they'll actually be useful.
Parry: Look at the Duelist's parry, it makes sense to have two class abilities with the same name function the same way. You could add this option at 6th level when they get a second attack.
I've already explained that I feel the Duelist's parry is a very weak class ability.
Improved Weapon Finesse: This is a joke - no-one using a light weapon with low strength will wait this long to get Weapon Finesse. Give them Weapon Finesse as a feat at 1st level and have done.
Weapon Finesse is a bonus feat at 3rd level, Improved Weapon Finesse lets you apply it to one-handed weapons that normally wouldn't get the benefit of Weapon Finesse, like say a Bastard Sword or Longsword. I did consider Finesse as a 1st level feat, but you're already getting Parry, Canny Defense, and Precise Strike at 1st level I could swap Parry and Finesse, though Parry is kind of the Fencer's signature ability.
How about this as a Flourish?
Main Gauche - when using a dagger in the left hand with the benefit of the Two Weapon Fighting feats, the Fencer may use the dagger to parry only and not lose any advantages of not using an off-hand weapon granted by their class.I'd rather make the two-weapon fencer an archetype then try to do it as a flourish, personally. And as written, it would have no effect, it would only do something if I changed to the Duelist's parry.
Responses in bold. Thought that might make for an easier read.

Dabbler |

Precise Strike: 2nd rate compared to the Duelist's. I suggest that (a) you stack it with strength and (b) make it +1 per 5 levels like Weapon Training, and make the bonus to hit and damage. Add Improved Precise Strike to add in Intelligence, or else the Duelist becomes too good an option to ignore.
Right now, it lets you fight without Strength, which is what it was designed to do. Yes, the Duelist's level to damage is better, but is useless against crit-immune enemies, requires 2 ranks of a cross-class skill, and sacrifices 2 parries/round, recover, the improved riposte, improved precise strike, Aggripa, and master fencer, as well as pushing lunge and improved weapon finesse past the point they'll actually be useful.
No, it removes any bonus you get from strength. Remember, under just about any circumstances I can think of your Fencer isn't going to have a strength below 10 anyway. All you are doing here is making it so that they get no benefit from strength.
The Duelist's Precise Strike is only ineffective against a few creatures, and it makes sense because it is precision damage - how is the damage from the Fencer not precision damage, especially as you use 'Precision' in the name? So the Duelist's Precise Strike is hardly inferior, and delivers more damage. It doesn't sacrifice any Parries per round (at least not the way the Duelist's parries work), cross-class skills do not exist any more, etc. The bottom line for any melee class is deliver damage and avoid it.
The other point I was making is that the Fencer has no really good reasons NOT to go Duelist at the earliest opportunity, the same as a the Single-Handed fighter from the APG. You then get the benefits of both Precise Strikes, straight up. No base class should be designed such that going with a Prestige class is automatically a big improvement.

Kolokotroni |

I think this is a big improvement over the original, however I still have some concerns.
Like others have said, weapon finesse at 1st level is a must. A character using weapon finess isnt going to want to wait untill 3rd level to be able to hit something. Especially since you are taking a penalty to hit to use the parry and repost abilities.
Also, improved weapon finesse is close to a pointless ability. Yes you can use a longsword or other 1handed weapon with weapon finesse (the idea that one could finesse a dwarven waraxe seems kind of wrong to me but thats besides the point), but by level 9 a martial class is pretty set in their weapon choice. You probably have a feat or two for your main weapon. You probably already have a magic weapon in whatever you are using as well. You would have to change these over to the new one handed weapon to get use of this ability. And a longsword is not really all that much better then a rapier or scimitar (which this class will probably be focused on). In some ways it isnt better at all.
So really the only benefit i could see is taking exotic weapon prof bastard sword at 9 so you can swing around that d10. But I am pretty sure improved crit on a rapier would be of more use at level 9 then uping to a bastard sword. So again the ability isn't really useful.
I think you should do some serious playtesting regarding parry and riposte. Since you have to fight defensively, will a character have any real chance of beating an attack role at all let alone by 5? Not only will chances of success be low, but it also reduces your chances in your normal attacks. I think something needs to be done so you have a good chance of parrying and riposting, or a major ability is left in the cold.
Regarding Aggripa, it isnt a terrible ability, but kind of strange. Why would having a weapon in hand have anything to do with difficult terrain? I mean light or no armor makes sense, but the weapon?
You also have a dead level at 19 which you should see to fill. Maybe a bonus to parry? Or no longer require defensive fighting to be able to do it?
Like I said I think it's an improvement but it still needs alot of polish.

Sevus |
Ah, I didn't realize that the Pathfinder Bestiary changed things so that undead and constructs were subject to critical hits, I thought that they changed Sneak Attack rather than the monsters. I don't actually own it sadly. And I did agree that in terms of damage, the Duelist's Precise Strike is superior.
Even if I were to change Precise Strike as you suggest, that wouldn't make Duelist any less attractive. Fencer 10/Duelist 10 has +3 to hit and +13 to damage is a lot better than Fencer 20's +5 to hit and +5 to damage. The only way to make it worthwhile to not take duelist is to hold off on adding Intelligence until after 10th level, and then what was the point of the Fencer again?
And I'll amend things, you trade 4 parries a round for 2 Fencer parries and 1 Duelist parry. You still give up all of the Fencer's abilities after Level 10 to take Duelist, however, which I believe is a considerable trade-off, most notably giving up Master Fencer.

Dabbler |

Even if I were to change Precise Strike as you suggest, that wouldn't make Duelist any less attractive. Fencer 10/Duelist 10 has +3 to hit and +13 to damage is a lot better than Fencer 20's +5 to hit and +5 to damage. The only way to make it worthwhile to not take duelist is to hold off on adding Intelligence until after 10th level, and then what was the point of the Fencer again?
If you change precise strike from the Fencer to add a to hit as well as damage and spread it over levels, it gets more desirable. +1 to hit and +1 damage trumps +2 damage any day, especially at high level where you need that bonus to hit with iterative attacks. Fencer 10/duelist ten can do more damage but hits less often in that case. If you change other features like the Parry (I know you don't like it) and other features to match the Duelist's, there becomes less benefit to taking the prestige class at all because it only gives you abilities you either already have or will get anyway.
Other abilities you could add would be Evasion (this class is rogue-like in many respects), Quickdraw and Improved Critical instead of Improved Weapon Finesse. You could also adjust the benefits from the Fencer's abilities to apply to finesseable weapons rather than just 'piercing finesseable weapons' - perhaps add flourishes that enable them to apply to, for example, the Aldori dueling sword, or the elven curveblade. The Fencer can then be adapted to any combat concept that relies on speed and skill over brute force - like Japanese samurai, ancient Chinese swordsmen (I watched the Water Margin as a kid, go for monk/fencers!) as well as renaissance western nobility.

Sevus |
Sevus wrote:Even if I were to change Precise Strike as you suggest, that wouldn't make Duelist any less attractive. Fencer 10/Duelist 10 has +3 to hit and +13 to damage is a lot better than Fencer 20's +5 to hit and +5 to damage. The only way to make it worthwhile to not take duelist is to hold off on adding Intelligence until after 10th level, and then what was the point of the Fencer again?If you change precise strike from the Fencer to add a to hit as well as damage and spread it over levels, it gets more desirable. +1 to hit and +1 damage trumps +2 damage any day, especially at high level where you need that bonus to hit with iterative attacks. Fencer 10/duelist ten can do more damage but hits less often in that case. If you change other features like the Parry (I know you don't like it) and other features to match the Duelist's, there becomes less benefit to taking the prestige class at all because it only gives you abilities you either already have or will get anyway.
+1 to damage and +1 to hit may trump +2 to damage, but you'd be giving up +2 to hit for +8 damage. I'd say that skews it just slightly in the Duelist's favor.
Other abilities you could add would be Evasion (this class is rogue-like in many respects), Quickdraw and Improved Critical instead of Improved Weapon Finesse. You could also adjust the benefits from the Fencer's abilities to apply to finesseable weapons rather than just 'piercing finesseable weapons' - perhaps add flourishes that enable them to apply to, for example, the Aldori dueling sword, or the elven curveblade. The Fencer can then be adapted to any combat concept that relies on speed and skill over brute force - like Japanese samurai, ancient Chinese swordsmen (I watched the Water Margin as a kid, go for monk/fencers!) as well as renaissance western nobility.
Right now, the fencer's abilities apply to any light or one-handed melee weapon, and he can even finesse non-finesse weapons at 9th level. I don't have stats for the Aldori Dueling Sword on me, is that a two-handed finesse blade?

Dabbler |

We can work on the change to the Precise Strike and how it works, maybe amend it so it does NOT stack with the duelist's, or make the bonus +1 to hit and +2 precision damage (not stackable with the duelist's precise strike) at 4th, 9th, 13th and 17th levels?
Aldori dueling sword is a one-handed exotic weapon, finesseable, does 1d8 slashing damage.
Elven curveblade is a two-handed exotic weapon, finesseable, does 1d10 damage, threat range 18-20 (a Golarian katana, really).
What I would suggest is at 1st level declare a fighting style with a finesseable weapon weapon the character is proficient in. That weapon then becomes the weapon they gain all their bonuses with.

Sevus |
We can work on the change to the Precise Strike and how it works, maybe amend it so it does NOT stack with the duelist's, or make the bonus +1 to hit and +2 precision damage (not stackable with the duelist's precise strike) at 4th, 9th, 13th and 17th levels?
Aldori dueling sword is a one-handed exotic weapon, finesseable, does 1d8 slashing damage.
Elven curveblade is a two-handed exotic weapon, finesseable, does 1d10 damage, threat range 18-20 (a Golarian katana, really).
What I would suggest is at 1st level declare a fighting style with a finesseable weapon weapon the character is proficient in. That weapon then becomes the weapon they gain all their bonuses with.
Ah, so the Aldori Dueling Sword is already a valid fencing weapon, you just have to burn an Exotic Weapon Proficiency to get it. I don't think it's really worthwhile making a flourish just for the Elven Curve Blade then, even if the overgrown scimitar could use some love.
I'm not really a fan of marrying the fencer to his weapon, especially since it's a choice that would be made at 1st level. If I were, I suppose it would merit an Expanded Study flourish, which would let you apply it to another weapon, but that's a pretty inelegant solution.
To clarify, your suggestion would be for Precise Strike to start by allowing the fencer to add his Intellegence modifier to damage as precision damage at 1st level, add an additional +1 insight bonus to attack and +2 precision damage at 4th, 9th, 13th and 17th level. Is that correct? And if the fencer has the Duelist's Precise Strike ability, he chooses which ability to apply?