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Brian Rogers ([personal profile] subplotkudzu) wrote2006-10-22 11:27 pm
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Elemental Fencing Styles

First, after crunching some numbers it looks like the idea of trading -1 damage for +1 accuracy isn't as broken as I thought (I had been assuming a -2/+1 or -3/+1 would be required). There are some circumstances where the -1/+1 gives a improvement in average damage per round and number of rounds needed to end a fight (either when your foe's AC is so high that you can barely hit him or when his HP are so low that any moderately successful attack will kill him). Still, they run roughly equivalent to how Power Attack affects things, just in a different direction (Power Attack works best when your opponent has a low AC or a lot of HP). Which means the easier to remember 1 to 1 swap will be applied unless someone gives a big reason not to. Both Improved Feint and Improved Weapon Display (I was calling this Staredown before, but this is a better name) have it as a prerequisite.


Second, I've got a few more sample fencing styles to display, one for each of the Elemental Churches.


Water
The Cardinals of the Eternal Ocean teach their guards a style based on waves of attacks of varying power. Long and bastard swords (with a buckler) are preferred weapons as the fencer can shift from one to two handed blows, or from stabbing to slashing, to keep the foe off balance. Oceanic fencers will feint, but rarely - they prefer the feint to be unexpected and followed by a devastating, encounter ending strike. For footwork, they have no problem falling back out of range and then surging forward with a leap, but will not do so often enough that it becomes predictable.

Feats - Core: Power Attack, Cleave, Improved Bull's Rush, Exotic Weapon Proficiency (Bastard Sword)
Feats - Master: Dodge, Precise Attack, Improved Feint, Great Cleave,
Feats - Grand Master: Mobility, Spring Attack
Skills: Jump, used for leaping charges or to gain the high ground; Bluff, for feints.

Air
The Pillars of the Voice teach their guards a highly cerebral style of fencing - one that relies on a constant forward pressure on the opponent through a series of forms and predictive analysis. While those observing a fight might see Vocal fencer as being more defensive than offensive, those facing them realize that they never give ground, evading attacks by a hairs breadth by footwork and body movements. Vocal fencers are trained to never make a defensive mistake, but to continue attacking to keep the opponent on the defensive. Their style is based on movement towards a single opponent, so they are vulnerable to getting swamped.

Feats - Core: Expertise, Improved Disarm, Improved Trip, Dodge
Feats - Master: Alertness, Combat Reflexes, Improved Critical, Lightning Reflexes
Skills: Balance, for the minimal profile stance; Spot for the locating of armor flaws. Vocal fencers will often fight defensively as well, and some get Tumbling training to improve their ability there. The style does not allow for a Full Defensive posture, and no practitioner would choose it.

Fire
The Priests of the Purifying Flame teach their guards a highly mobile, darting style of fencing that falls back, surges forward, licks around the edge of the opponent's defenses and inflicts a dozen burning wounds before the fatal stroke. Feints are so common as to be bewildering, as are weapon displays intended to make the Purifier more terrifying than he actually is. Light weapons, especially the rapier and short sword, are common. Purifiers have no fear of engaging multiple weaker opponents, relying on their skills to break resolve or launch disabling blows.

Feats - Core: Precise Attack, Improved Feint, Improved Weapon Display, Weapon Finesse
Feats - Master: Combat Reflexes, Expertise, Dodge, Mobility
Feats: Grand Master: Spring Attack, Whirlwind Attack
Skills: Bluff, for feints; Intimidate for Weapons Display; Tumble for defensive fighting.

Earth
The Tenders of the Foundation teach their guards a style that is highly practical, efficient and just a little bit boring - Foundation Fencers make up the cornerstone of the city guard, so their style is well known (and not often emulated by noblemen). It relies on steady shield use and thrusts with a short or long sword around the shield. Little flash, but a surprising amount of finesse in making the shield an impenetrable barrier to attacks as the foundation fencer closes the gap and disables with thrust into the vitals or legs, then move on immediately to the next foe. All are trained to draw and attack as one smooth action so no time is wasted after firing a pistol or crossbow. They are also steeled to never lose their temper or break formation, and work best with other Foundation fencers to make a defensive barrier.

Feats - Core: Shield Mastery, Improved Shield Bash, Block Arrow, Quickdraw
Feats - Master: Shield Charge, Iron Will, Improved Initiative, Power Attack
Feats - Grand Master: Improved Critical, Cleave.
Skills - Sense Motive, to avoid falling for feints, Spot to locate flaws in an opponent's defense.