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Even beyond red mages, there are those who combine blade and spell at once. While not having the same innate magical prowess, spellfencers can harness the powers of their allies to wield magic through their blades. There are enough similarities that the layman may mistake these arcane warriors for red mages.

The spellfencer is an archetype of the fencer class.

Archetype Main Ability Scores
The spellfencer mainly focuses on DEX for martial combat and INT for his class features.

Archetype Feature Replacements
1st – Class Skills. 2ndLunge Technique, Evasion. 3rdElaborate Parry. 4thPrecise Strike. 5thMasterful Feint. 6thLunge Technique. 9thElaborate Defense. 10thLunge Technique. 14thLunge Technique, Science of the Blade. 18thLunge Technique.

Class Skills

The spellfencer gains Knowledge (Arcana), Spellcraft, and Use Magic Device as class skills, but loses Bluff, Intimidate, and Sleight of Hand as class skills.

Grasping Knowledge (Ex)

A spellfencer requires a quick wit and esoteric knowledge to perform their feats of magical power and derring-do. All fencer abilities that key off of Charisma now key off of Intelligence instead.

Arcane Pool (Su)

At 2nd level, the spellfencer gains a pool of magic energy from which he can draw his arcane arts from. The spellfencer has a number of arcane pool points equal to half his fencer level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the spellfencer rests for a full 8 hours.

At 2nd level, a spellfencer can expend 1 point from his arcane pool as a swift action to grant any melee weapon that he can use with fencer weapon training he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 2nd the weapon gains another +1 enhancement bonus, to a maximum of +5 at 18th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A spellfencer can only enhance one melee weapon in this way at one time. If he uses this ability again, the first use immediately ends.

This ability replaces the lunge techniques gained at 2nd, 6th, 10th, 14th, and 18th level.

Spellstab (Su)

At 2nd level, the spellfencer can use a standard action to spend a number of arcane pool points equal to half the spell’s level rounded up (minimum 1), to add the effect of a single target spell, which must be a standard action or less, from a willing ally’s spell list to his wielded melee weapon that can be used with fencer weapon training, and then make an attack with that weapon. On the next attack with that weapon that hits, it deals normal weapon damage + the effect of the spell. The spell functions off of the caster’s level and casting modifier, but the save DC is 10 + half the fencer’s level + his Intelligence modifier. The spellfencer can only borrow spells from an ally he has sight of within 30 feet. The spell persists on his weapon for 1 minute, or until the next attack with that weapon that hits. This allows him to pre-emptively store a spell in his melee weapon without immediately making an attack. The spellfencer can only store one spell effect in this way at a time, if he uses this feature to add another spell effect, the previous effect ends. If the spellfencer stores a spell in a weapon, and the weapon is wielded by another creature, the spell effect dissipates. Spellstab does not suffer spell failure, however if the caster that the spell is borrowed from has spell failure, that chance is applied when attaching the spell to the melee weapon. If the spell fails, the spellfencer still expends arcane pool points. (Healing spells cause the weapon to deal no damage, unless against an undead target.)

At 11th level, the spellfencer can use Spellstab as part of a full attack action. He can opt to not take the lowest bonus attack from his full attack, call upon a spell from an ally, and then strike with the remaining attacks. While doing so, he cannot make bonus attacks from effects such as haste or Two-Weapon Fighting.

This ability replaces evasion.

Spell Technique (Ex or Su)

As a spellfencer gains experience, his ability to imbue his weapon with magic improves. Starting at 3rd level, the spellfencer gains one spell technique. He gains an additional spell technique for every four levels of fencer attained after 3rd. A spellfencer cannot select a particular spell technique more than once. When taking the Extra Lunge Technique feat at or after 3rd level, a spellfencer may select either an extra lunge technique or spell technique.

Accurate Strike (Ex): The spellfencer can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. Prerequisite: The spellfencer must be at least 11th level to select this technique.

Arcane Accuracy (Su): The spellfencer can spend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence modifier on all attack rolls until the end of his turn.

Arcane Deflect (Su): If the spellfencer is targeted by a single target ranged touch spell from an enemy, he may spend an arcane pool point as an immediate action to allow his Deflect Arrows ability to apply to ranged touch spells until the start of his next turn. Prerequisites: The spellfencer must be at least 7th level and have the Deflect Arrows feat to select this technique.

Arcane Reversal (Su): If the spellfencer is targeted by a single target spell from an enemy, and it misses its attack roll for ranged touch spells or the fencer succeeds on his saving throw for enfeebling/status effect spells, he may use Spellstab as an immediate action to store the spell he had been targeted by in his weapon, paying the cost as normal. Prerequisite: The spellfencer must be at least 7th level to select this technique.

Dispelling Strike (Su): The spellfencer can spend 1 or more points from his arcane pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the spellfencer’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of arcane pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. Prerequisite: The spellfencer must be at least 7th level to select this technique.

Disruptive (Ex): The spellfencer gains Disruptive as a bonus feat. He does not need to meet the warrior level requirements for this feat.

Fancy Bladework (Su): As an immediate action, the spellfencer can expend 1 point from his arcane pool to gain a deflection bonus to AC equal to the enhancement bonus of his arcane pool until the beginning of his next turn.

Guided Strike (Su): The spellfencer can spend 1 point from his arcane pool as an immediate action upon missing a melee attack on a single target to force his way through an enemy’s defenses, making that melee attack hit. Guided strikes cannot critically hit.

Mage’s Bane (Su): Once per round, when the spellfencer hits a creature with an MP pool, he may also deal MP damage equal to his Intelligence modifier. If he is missing arcane pool points, he may restore half the MP damage, rounded down, to his arcane pool. He may not exceed his maximum amount of arcane pool points this way. Prerequisite: The spellfencer must be at least 11th level to select this technique.

Metamagic Stab (Su): The spellfencer becomes more in tune with his ally’s spellcasting capabilities. He may modify a spell he pulls from an ally’s spell list with one metamagic feat that ally knows by paying the full increased MP cost with arcane pool points. The arcane pool point cost for the spell itself is still half the spell’s level, rounded up, the metamagic feat cost is calculated after this. The ally must be able to cast the spell with the metamagic feat modifying it, and the spell modified must have a valid use for the metamagic feat. The spellfencer cannot use metamagic feats that modify cast time or range. Prerequisite: The spellfencer must be at least 8th level to select this technique.

Precise Blade (Ex): When using Spellstab to store a spell effect, the spellfencer can forgo dealing weapon damage to deliver the spell effect as a melee touch attack.

Reaching Arcana (Su): The spellfencer’s ability to draw upon his ally’s spells improves. By spending an additional arcane pool point, the spellfencer can pull a spell from an ally’s spell list at the same range that ally could cast that spell when using Spellstab.

Spellbreaker (Ex): The spellfencer gains Spellbreaker as a bonus feat. He does not need to meet the warrior level requirements for this feat. Prerequisites: The spellfencer must be at least 11th level and have the Disruptive feat to select this technique.

Spellstrike Combat (Su): The spellfencer can use his Lightning Strike class feature while using Spellstab. He must spend 1 arcane pool point per attack made in a full attack. Prerequisite: The spellfencer must have the Lightning Strike class feature to select this technique.

Stretch Blade (Su): The spellfencer can spend 2 points from his arcane pool as a swift action to increase the reach of a light or one-handed piercing weapon by 5 ft., until the end of the spellfencer’s turn.

Swift Blade (Su): By spending an additional 3 points from his arcane pool, the spellfencer can use the Spellstab class feature a second time during a full attack action. The spellfencer may decide to use this spell technique after a successful attack, as long as he has at least one attack remaining. He must be able to pay the cost for the spell along with the additional 3 arcane pool points. Prerequisite: The spellfencer must be at least 11th level to select this technique.

These abilities replace elaborate parry and precise strike.

Magical Renewal (Ex)

At 5th level, as an immediate action when hit by a damaging spell, if the spellfencer is missing points from his arcane pool, he can absorb some of the magic, adding it back into his arcane pool. When using this ability, the spellfencer regains 1 arcane pool point. At 9th level, he regains 2 points, and at 13th level, he regains 3 points. If the damage from the spell would drop him to 0 HP or less, he cannot use this ability. The spellfencer can only use this ability when hit by an enemy spellcaster.

This ability replaces masterful feint and elaborate defense.

Enchanted Redoublement (Su)

At 14th level, the spellfencer can shatter an enemy’s defenses against magic. Once per round as a free action, he may spend an arcane pool point to make an enemy he successfully struck with a melee attack make a Will save (DC 10 + half his fencer level + his Intelligence modifier). If it fails, it takes a penalty to saving throws versus spells and spell-like abilities equal to the spellfencer’s Intelligence modifier for a number of rounds equal to half of his fencer level. This does not apply to supernatural abilities such as spellstab.

This ability replaces science of the blade.