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The Sharp End - Sword
The Sharp End - Sword
Introduction
The sword is the ultimate symbol of the warrior
across many different cultures, particularly the
noble, honorable warrior, whether European knight,
Viking thane, Japanese samurai, or Moro chief. It has
attracted more than enough mystique to go with that
status; every sword-using society has tales of magical
blades, swords that took years to forge and which
could slice through any opposition.
Flamberge: Katana:
Greatsword; masterwork; wavy blade. Damage: 1d10/ Bastard sword; masterwork; pattern-welded;
2d6. Critical: 19-20/x2. Hardness: 10. Hit Points: 10. backsword. Damage: 1d8/1d10. Critical: 19-20/x2.
Cost: 460gp Hardness: 12. Hit Points: 11. Cost: 460gp
(Cost breakdown: 50gp for greatsword, +4gp for wavy (Cost breakdown: 35gp for bastard sword, -3gp for
blade = 54gp, + 300gp for masterwork = 354gp.) backsword = 32gp, x5 for pattern-welded = 160gp +
The flamberge is a late medieval to early renaissance 300gp for masterwork = 460gp.)
greatsword, carried by certain of the best soldiers The katana is the iconic blade of the Japanese
of the German and Swiss mercenary companies, Samurai, a long-handled sword with an almost
the Landsknechts. Those capable of effectively undetectable curve to its single-edged blade. A single
bearing and wielding a greatsword are known as sword may take a year or more for a skilled smith to
doppelsoldner, or double-soldiers, reflecting their forge, and then be passed on from father to son as the
double pay and supposed double capabilities as family blade for many generations. Together with a
compared to an ordinary mercenary. This flamberge is wakizashi (see below) the katana forms the daisho,
particularly fine example, with its ornately terrifying or “long-short,” the pair of swords carried to denote
wavy blade. samurai status.
The Diestro
Class Level BAB Fort Ref Will Special
1st +1 +0 +0 +2 Afirmase
2nd +2 +0 +0 +3 Curvo
3rd +3 +1 +1 +3 Desvio
4th +4 +1 +1 +4 Tacto
5th +5 +1 +1 +4 Atajo
6th +6 +2 +2 +5 Estocadas
7th +7 +2 +2 +5 Recto (Improved Desvio)
8th +8 +2 +2 +6 Llave y gobierno
9th +9 +3 +3 +6 Passos mas perfectos
10th +10 +3 +3 +7 Filosofia de las Armas
Desvio: The technique of desvio, learnt at 3rd level, is unable to determine her statistics; if the diestro wins
involves the diestro parrying the opponent’s weapon by 10 or more, she has the choice of either preventing
on the forte (the half of the blade nearest to the the opponent from determining her statistics as usual,
guard) of his own, and with the same movement or giving the opponent deliberately false information
stabbing them with his point. The speed & directness (in which case, the diestro decides what Strength,
of this attack can be devastating. In effect, it is a Dexterity, Hit Points remaining, and Base Attack
simultaneous parry and riposte. Once per round, when Bonus, she wants him to think she has).
an opponent declares an attack against him, the diestro
may make a desvio attack as a free action. A desvio Atajo: From 5th level and up, on any round in which
attack is made at the diestro’s best attack bonus, with he has made Tacto contact with his opponent and
any penalties and bonuses that would normally apply succeeded in his Sense Motive roll, the diestro gains
to his attacks. The diestro’s attack roll is opposed to a +2 Circumstance Bonus to either his next attack
his opponent’s; if the diestro’s is higher, he damage the against that opponent, or his armor class against that
opponent just as though he had made a normal attack, opponent’s next attack against him, whichever comes
and the opponent’s own attack automatically misses. first.
After the diestro makes a desvio attack, whether he
beats his opponent’s attack roll or not, he suffers a -2 Estocadas: Estocadas are quick, versatile thrusting
penalty on all his attacks for one round. attacks that can be made from almost any position,
learnt by the diestro at 6th level. Any time the diestro
Desvio may only be used against an opponent whose may makes an attack of opportunity, she may take a +2
highest Base Attack Bonus is less than half as much as bonus to hit in exchange for a -2 penalty to damage.
the diestro’s. If attempted against a better opponent, it
fails automatically, but the diestro doesn’t suffer any Recto (Improved Desvio): The diestro of 7th level
penalty other than having wasted his desvio attempt and above has been specially trained in a range of
for that round. desvio techniques intended for defeating opponents
who have no training in La Destreza. Like standard
For example: Maria de la Vega is dueling with an desvio, these techniques are used to counter-attack just
uncouth Englishman, Captain Hart. Captain Hart as the enemy strikes, but usually make use of straight
attacks with his sword. De la Vega declares a desvio attacks (recto), which would be very dangerous
attack in response. Captain Hart rolls a 17 plus his against another diestro. A diestro of 7th level or
Attack Bonus of +6, for a total of 23. De la Vega gets a higher may use the Desvio special ability against any
14 on her desvio attack roll, plus her +15 attack bonus, opponent, so long as the opponent does not have the
for a total of 29, easily beating her foe’s attack roll. Curvo special ability (see above).
Hart’s attack misses, and de la Vega’s hits.
Llave y Gobierno: Literally translating as “The Key
Tacto: From 4th level onwards, once per round, on and the Government”, this technique is learnt by the
making blade to blade contact with an opponent (by diestro at 8th level, and is a little like an extremely
one party or the other making a Disarm or Sunder sophisticated feint, but does not involve anything so
attempt against the other’s weapon, or when one blatant as a feigned attack. Rather, the diestro fools
party or the other uses Combat Expertise, Fighting his opponent by almost imperceptible subtleties
Defensively, and/or Total Defense), the diestro may of position and footwork, setting up a near-perfect
immediately make a Sense Motive roll (DC = 15) to attack. Llave y gobierno is a full-round action, but
discover precisely her opponent’s Strength, Dexterity, only allows the diestro to make a single attack. If
Hit Points remaining, and Base Attack Bonus. the diestro is successful in a Bluff vs. Sense Motive
contest with his opponent, his attack is at +3 to hit and
Alternatively, the diestro may attempt to use her Tacto +3 damage.
ability to foil her opponent’s Tacto ability, if any. In
this case, the diestro opposes her Bluff roll to her Passos mas perfectos: “The Perfect Steps” are
opponent’s Sense Motive roll, instead of her opponent the result of an innate understanding of spatial
having to beat a 15. If the diestro wins, her opponent relationships, coupled with superbly practised
athleticism. From 9th level up, once per round, the
diestro may either add her Intelligence bonus to all her
attacks against one opponent for a round, or add her
Intelligence bonus as a dodge bonus to her armor class
against one opponent for a round.
Fechtmeister Requirements
Base Attack Bonus: +5
(Historical, Medieval, European)
Feats: Dodge, Weapon Focus (longsword, bastard
Fechtmeisters are experts in the Germanic style
sword, or greatsword), Half-Swording, Improved
of medieval swordsmanship typified by Talhoffer,
Sunder, Power Attack
Ringeck, and Liechtenauer. They are direct and
practical, focusing on killing the opponent as rapidly
as possible while avoiding or setting aside his blows.
They wield a variety of swords and other edged Class Features
weapons, but with a particular emphasis on two- Weapon and Armor Proficiency: The fechtmeister is
handed sword use and the powerful blows such blades proficient with all simple weapons, all martial melee
can deliver. weapons, and the bastard sword. In addition, she is
proficient with Light, Medium, and Heavy Armor.
Unusually for the fencing-masters, the fechtmeisters
are expected to be capable of fighting and performing Special Abilities
all their special attacks and defenses even when Avoidance & Setting Aside: The fechtmeister’s
wearing full armor. preferred defense is to simply be where the attack
is not (avoidance), but failing that she uses the
techniques of versetzen and absetzen to “set aside”
Class Skills and Attributes
the opponent’s weapon with her own. This setting
Skills: Balance, Climb, Intimidate, Jump, Ride,
aside is intended to take the opponent’s weapon out
Tumble.
of line, while setting the fechtmeister’s weapon up
Skill Points at each level: 2 + Int modifier
for a counterattack. It is not to be confused with the
Hit Dice: d10
parrying taught by later fencing masters, since setting
aside tends to be part of, or immediately preparatory
The Fechtmeister
Class Level BAB Fort Ref Will Special
1st
+1 +0 +2 +0 Avoidance & Setting Aside +1
2nd +2 +0 +3 +0 On the Sword (Sunder)
3rd +3 +1 +3 +1 Bind
4th +4 +1 +4 +1 Enclosing
5th +5 +1 +4 +1 Avoidance & Setting Aside +2
6th +6 +2 +5 +2 Cross Cut
7th +7 +2 +5 +2 On the Sword (Bind)
8th +8 +2 +6 +2 Seizing the Before
9th +9 +3 +6 +3 Avoidance & Setting Aside +3
10th +10 +3 +7 +3 Murder Stroke
to, a counterattack, rather than a separate, defensive vulnerable. Note though that this attack is otherwise a
action in its own right. A fechtmeister gains +1 to AC, normal attack, part of either an attack action or a full
so long as she is wielding at least one one-handed or attack action. It may be used once per round.
two-handed slashing or piercing weapon, excluding
reach weapons. This bonus increases to +2 at 5th level, Bind: The bind is a counter-attack made by the
and to +3 at 9th level. fechtmeister on her opponent’s weapon, not to damage
it but to lock her own weapon against it, keeping it
On the Sword: “On the Sword” or “Am Schwert” out of action for a few seconds. The fechtmeister must
refers to techniques whereby the fechtmeister makes be armed with a longsword, arming sword, bastard
use of already established blade-to-blade contact to sword, hanger, or dagger to do a bind. A bind attempt
make a further attack or other maneuver. All on the may only be made against an opponent who is her size
sword techniques may be used by a fechtmeister class or smaller. Once per round, immediately after
who is armed with a short sword, longsword, arming her opponent has attempted an attack against her and
sword, bastard sword, greatsword, sabre, rapier, missed, the fechtmeister may bind his weapon as a
hanger, dueling rapier, or grosse messer free action.
The first one learned uses a crooked strike Once the fechtmeister has bound her opponent’s
(Krumphau) to make a quick thrust to follow up a weapon, he may not use it to attack until he breaks
sunder. Once per round, a 2nd level fechtmeister who free of the bind or until the fechtmeister voluntarily
has made a successful sunder attack immediately gets unbinds the blades. The fechtmeister’s own weapon
a melee attack against that opponent as if he hadn’t with which she bound his is also bound up & cannot
used his attack for the sunder attempt. be used to parry or attack. While his weapon is bound,
the opponent may make an opposed bind check in
At 7th level the fechtmeister learns the “Traveling place of an attack to attempt to free his weapon.
After” (Nachreissen) technique on the sword, whereby He may declare that he is using either Strength or
he attacks out of a bind, thrusting over or under Dexterity to try to break free. In either case, each has
the opponent’s weapon. This attack may be made the following attack bonuses:
either immediately after the fechtmeister releases an
opponent’s bound weapon, or immediately after he Base attack bonus + Ability modifier + special bind
successfully escapes an opponent’s bind. In either modifiers
case, he gains a +2 to his attack roll and +2 to damage,
and the opponent loses all dodge bonuses, because the If the fechtmeister’s opponent chose Strength, she
opponent’s weapon is out of line and the opponent is must also use your Strength on her roll to oppose his;
if he chose Dexterity, she must use Dexterity. The make an attack against him at her full attack bonus as
fechtmeister’s opponent’s special bind modifiers are another free action; this does not count as one of her
as follows: –2 if he does not also possess the Bind attacks for the round.
ability; +2 if he possesses the half-swording ability
and is using both hands to wield a weapon that may Seizing the Before: The vor is one of the most crucial
be used with half-swording; +1 to Strength checks concepts in German medieval fencing. In combat, you
for each pound by which his weapon is heavier than are always in a state of either vor (literally “before;”
yours; +1 to Dexterity checks for each pound by that is, acting offensively, acting before the opponent,
which his weapon is lighter than yours; +2 to Strength seizing the initiative) or nach (literally “after;” acting
checks if he is wielding the weapon with both hands; defensively, acting after the opponent, losing the
+2 to Dexterity checks for each of the following initiative). An 8th level fechtmeister can seize the
Feats or Special Abilities he possesses which apply initiative from his or her opponent. Once per day,
to the weapon he’s using: Cavatione, Weapon Focus, he may “seize the before” at the start of any combat
Weapon Specialization. The fechtmeister gets the round (this may be the first round of the combat, or
same modifiers for Feats, Special Abilities, and half- it may not). He adds his class level in fechtmeister to
swording, but none of the other modifiers. his current initiative score; the new initiative score
is effective immediately, altering the initiative order
If the fechtmeister’s opponent succeeds, he has broken for that round and all subsequent rounds in the same
free of the bind: if not, his weapon is still bound. Of combat.
course, even if his weapon remains bound, he can
drop it and draw another, or attack with an off-hand Murder Stroke: The fechtmeister makes a murder
weapon. stroke (mortschlag) by reversing her sword and
smashing the pommel down like a hammer. This
Enclosing: Enclosing is the fencing term for blow is utterly devastating, if it lands. She may only
grappling, often done with the off-hand so as to attack make a murder stroke as a full action, and only with
with the sword with the main hand. While grappling, a sword that is being wielded with both hands. This
the fechtmeister may attack with a medium weapon, is a bludgeoning attack at her highest attack bonus;
so long as it is one with which he has Weapon Focus. damage is the same as for the weapon in its normal
In addition, he does not lose his Dexterity bonus mode of use, but the Critical becomes 20/x4 instead
to armor class while grappling, so long as he is not of the usual 19-20/x2. Furthermore, if she chooses
pinning your opponent – he is able to move around to make her murder stroke attack a power attack, she
your opponent so as to have a chance of avoiding may add three times the number subtracted from her
other attacks. If he already has enclosing when he attack roll to her damage roll, rather than double the
reaches 6th level (presumably by having levels in the number as is usual for a two-handed power attack.
master of fence class, see following), he instead gains
Enclosing Riposte (see the class description for Master
of Fence, which follows.).
Weapon Judgment: The master of fence chooses one Pressing In and Flying Out: While armed with the
weapon from longsword, greatsword, rapier, dagger, weapon he picked for his Weapon Judgment ability,
quarterstaff, bastard sword, longspear, or halberd. the master of fence may move 10’ in a round in which
While he is armed with that weapon, he may add his he performs a full-round attack, either before or after
Intelligence bonus to one of his attacks each round. his attacks, or 5’ before and 5’ after. Moving in this
way does not provoke an attack of opportunity from
the defender he attacks. This ability can’t be used in
medium or heavy armor.
Master of the Class Features
Void: Unclouding the Spirit (Ex): It is said that when steel sword, has Hardness and Hit Points like a steel
a mistress of the five rings learns to truly uncloud sword, and even deals Slashing or Piercing damage
her spirit and see things as they really are, she cannot (as appropriate) rather than Bludgeoning damage.
be deceived in combat. She gains a +4 circumstance Furthermore, the master may wield any wooden tool
bonus to her Sense Motive checks concerning an or similar object, at least 3 ft. in length and with a part
opponent’s attempts to feint in combat. Furthermore, that can easily be grasped as an impromptu handle, as
she retains her Dexterity bonus to AC (if any) even a weapon with the game statistics found at the bottom
if she is caught flat-footed or struck by an invisible of this page.
attacker. However, she still loses her Dexterity bonus
to AC if immobilized. These new characteristics of the wooden sword or
found wooden object apply only so long as the master
Earth: Wooden Death (Ex): It is said that Musashi is wielding the weapon, and can never apply for any
became as proficient and deadly with the wooden other wielder.
bokken practice sword as with a steel katana, and that
he once defeated a foe in a duel while armed only Found wooden objects can include oars, chairs, table
with a wooden oar. From 6th level, the master of the legs, agricultural tools, and sections of planking or
five rings treats any wooden sword as though it were fencing, among other things.
made of steel; it has a normal critical range for a
Two-handed Martial Cost Dmg Dmg Critical Range Weight1 Type2 Hardness Hit
Weapon (S) (M) Increment Points
Found Wooden Object – 1d8 1d10 19–20/x2 — As per Bludgeoning 10 8
object
Water: Calmness of Spirit (Ex): The mistress of five Void: One Sword Defeats Ten Men (Ex): A 10th
rings has an indomitable calmness to her spirit, and level master of five rings is a fearsome opponent
gains a +4 bonus on all Will saving throws concerning indeed, capable of taking on and beating ten foes at
resisting fear, panic, horror, terror, morale penalties, or once. If he is armed with a masterwork bastard sword,
similar effects. he may, as a full-round action, make a special void
attack as well as moving up to 10 ft. either before
Fire: Crushing the Enemy (Ex): The master of five or after the attack (this movement does not provoke
rings must destroy lesser opponents rapidly, so as to attacks of opportunity). The special void attack
quickly move on to more worthy foes. When he is counts as one attack at the master’s full attack bonus
fighting an opponent whose Base Attack Bonus is against each of up to 10 opponents who are within 10
lower than hers, he gains a bonus to all his damage ft. of him. Any target who is struck is dealt damage
rolls equal to the difference between the two Base as though attacked normally by the master, and
Attack Bonuses. furthermore is at a -4 penalty to attack the master for
one full round thereafter. This ability cannot be used
Air: The Second and while wearing heavy armor.
Third Shouts (Su): The
Second Shout is given as
the mistress of five rings
strikes with her sword,
and puts off her opponent
from his defense, making
it easier for her to hit him.
So long as she is able
and willing to shout, her
opponent has a -1 morale
penalty to AC against all
her melee attack rolls.
Furthermore,
immediately after
she has defeated an
opponent (reducing
him to 0 hit points or
below), she may give
the Third Shout, a cry of
victory. Any opponent
within 30 ft. of her when
she gives off this shout
must make a Will save,
DC = 10 + her class level
+ her Charisma bonus. If he
fails, he takes a -1 morale penalty
to any melee attacks he makes against
her during the next five minutes.
The player is of course welcome to call himself Class Skills and Attributes
“Master of Escrime” or “Master of Schermize,” or Skills: Dependent on individual school. When setting
indeed, to call herself “Mistress of…” if that seems up a school profile, the GM should pick six skills to
more appropriate to the character’s background. be Class Skills from the following list: Balance, Bluff,
Scots learning from French sword-masters via the Climb, Heal, Intimidate, Jump, Perform, Ride, Sense
“Auld Alliance” against England may call themselves Motive, Tumble.
Scrimgers, or Scimgeours; if the same knowledge is
passed on to any English swordsmen, they will name Skill Points at each level: 2 + Int modifier
themselves Skirmishers, or Scrimmagers. It’s all much Hit Dice: d10
the same word, from the same root; there are only so
many ways to swing a sword, after all.
20 The Secret Attack is very deadly. If it hits, it •If the master of scrimia’s opponent has a Bind
does 1d3 damage directly to the mistress of on his (the master of scrimia’s) weapon, and
scrimia’s opponent’s Constitution, as well as the master of scrimia breaks free, he may use
doing its normal damage to hit points. his cavatione to immediately make an Attack
of Opportunity on the opponent. This attack of
Of course, the mistress of scrimia will never find out opportunity gains a +2 bonus, as the master of
how effective the Secret Attack is until she is taught scrimia is already past the opponent’s defense.
it at the highest rank of the school. She is sworn to
secrecy never to teach the botta segrete to anyone but Cloak Deceits: As well as using the cloak partially
another 10th-level master or mistress of her fencing- wrapped around the arm as an impromptu shield, the
school. In addition, she must take care to ensure that mistress of scrimia is trained in its use for a variety of
offensive actions and deceits, which are done with the Desperate Flinging: If the mistress of scrimia
cloak unwrapped. The mistress of scrimia must decide is wearing the cloak normally (as a cloak, rather
whether to wield the cloak defensively (in which case than a weapon) and has both hands free, she
she gains an AC bonus from it as usual, and may parry may attempt to fling the cloak over her head by
with it), or offensively, in which case she may choose grasping and pulling both edges near the collar.
one of the following to attempt as her attack with the This works just like Flinging, except that the
off-hand cloak (two if she has the Improved Two- mistress of scrimia’s entangle attack is at –4.
Weapon Fighting feat): Of course, this does not count as two-weapon
fighting, since it is usually used when the mistress
Falsing to Fling: The mistress of scrimia feints of scrimia has no weapon other than the cloak
that she is about to throw the cloak in the available.
opponent’s face. This works exactly like the Feint
mentioned under Bluff skill in Core Rulebook I, Colpo di Arresto: Colpo di arresto is a counterattack,
except that rather than using up a standard action, a ‘stop hit’ where the master of scrimia trusts to his
Falsing to Fling just uses up one attack with the ability to esquive away from his opponent’s attack
cloak for that round, and the opponent gains a +2 while thrusting against him. Once per round, when
on his Sense Motive roll. attacked, the master of scrimia may declare that he is
doing a colpo di arresto, so long as he has not used his
Flinging: Throwing the cloak over the mistress esquive so far that round. The master of scrimia uses
of scrimia’s opponent’s head works much like up his esquive for the round as usual in an attempt to
Entangling with a net (see Core Rulebook I). The dodge his opponent’s attack; if his opponent misses,
differences are: a cloak is much easier to escape he may immediately make an attack of opportunity
from – only DC 10 on the Escape Artist roll; there against him. The master of scrimia opponent loses all
is no trailing rope for the mistress of scrimia to dodge bonuses to AC against his attack of opportunity.
control; and the victim entangled in the cloak is Whether it works or not, he has a -2 penalty to all
also temporarily blinded (see Core Rulebook I). attacks for one round after doing a colpo di arresto,
Usually, flinging is done with the assistance of including the attack of opportunity itself.
an appropriate sword, in which case one attack
with each weapon is used up, but the attack roll This ability may only be taught by schools that also
is made as though the sword is the weapon being teach esquive.
used, without a penalty for two-weapon fighting.
If the mistress of scrimia prefers to save her sword Contratempo: This is a counter to the colpo di arresto.
attack, she may fling the cloak without help from The mistress of scrimia does not lose her dodge
the sword, in which case she makes her entangle bonus when attacked by a colpo di arresto attack of
attack as a cloak attack and at the usual penalty for opportunity, and if her opponent misses her, she may
two-weapon fighting. make an immediate attack of opportunity against the
opponent who attempted the colpo di arresto against
Flinging and Thrusting: The mistress of scrimia her. This ability is only taught by schools that also
combines flinging the cloak with a simultaneous teach colpo di arresto.
attack with an appropriate sword concealed by the
cloak. This uses up one attack with each weapon, Coup de Jarnac: The coup de Jarnac was created
but is difficult to do well (−2 circumstance penalty spontaneously by a Frenchman during a protracted and
to both the sword and the cloak attack, in addition hard-fought duel. It is a crippling cut with the tip of a
to the usual penalties for two-weapon fighting). rapier (only) to the opponent’s hamstrings, intended
Whether the cloak hits or misses, the mistress of to put them out of action immediately. The coup de
scrimia’s opponent loses all dodge bonuses to AC Jarnac is best used after wearing down one’s opponent
against her sword attack, as the sword is concealed with minor injuries. Attempting to perform a coup de
by the cloak. A hit from the cloak is an entangle as Jarnac provokes an attack of opportunity from the
in Flinging. master of scrimia’s opponent. If his opponent misses,
the master of scrimia makes a standard Attack Roll,
with a penalty dependent on the opponent’s remaining Esquive: An esquive is an attempt to dodge by moving
hit points: only the part of the body which is under threat, rather
than getting the entire body out of the way as with a
Zero hit points –4 standard dodge. It gives the mistress of scrimia a +2
1 to 10 hit points –6 dodge bonus to AC against one attack per round (her
11 to 20 hit points –8 choice, declared before the attack roll is made). This
21 to 30 hit points –10 is not cumulative with any bonus she may have for the
31 to 40 hit points –12 Dodge feat, although you may apply her Dodge feat to
Etc Etc other attacks in the same round.
Roll for damage as normal for the rapier, but do not Lunge: The lunge was for many years a secret
add any Strength bonus (this is an attack that must be attack known only to certain Italian schools. It was
done with great care and precision rather than great so lethally effective that it could not be kept secret
force). So long as the master of scrimia deals 4 or forever, and so it was soon offered as part of the
more points of damage, he has successfully cut his curriculum of most European fencing schools. The
opponent’s hamstrings: the opponent immediately falls lunge was created to offer many of the benefits of
to the floor, and may not use the leg struck at all. No the charge, but with less risk and more versatility.
movement other than crawling is possible. The master of scrimia may lunge with the rapier, the
dueling rapier, the arming sword, the longsword, or
It is possible that the attentions of a good surgeon after the smallsword.
the fight is over may help the hamstrung character
walk again, but at best he will limp along at half speed The lunge may be used with either the attack action
for the rest of his life. In games with magical healing, or the full attack action. In either case, the master of
a lesser restoration spell will completely cure the scrimia may move 5’ more than he would usually be
damage. able, but all his movement must be taken before his
attack, just as though he were charging. Again, like
Double Falsing: The smallsword is light and fast the charge, he must move at least 10’. He gains a +1
enough to be able to make multiple feints, each attack bonus on his first attack roll (the lunge itself),
one capable of being turned into a real attack if not but takes a –1 penalty to his armor class for the entire
defended against. While armed with a smallsword round in which he lunges.
(only), and fighting only one opponent, the mistress of
scrimia may declare a Double Falsing attack as a free Mezzo Tempo: An attack “in the middle of the time”
action at the start of the round. This lasts the entire is a very quick stab at the opponent the moment they
round. The mistress of scrimia makes a Bluff roll, and attack, with the intention of landing one’s blow an
her opponent makes an opposed Sense Motive roll. instant before they land theirs. The idea is that the
If her opponent wins, the mistress of scrimia may not opponent’s thrust will have no force, because of the
make any further actions at all that round (not even injury one inflicts on them. Of course, this approach is
attacks of opportunity or free actions). If the mistress fraught with danger – even if one does get one’s attack
of scrimia wins, she gains an attack bonus and damage out in time, one’s opponent may be able to strike
bonus equal to the amount by which she won the anyway, if one doesn’t take him down with one blow.
contest, on each of her attacks that round.
Once the mistress of scrimia has mastered mezzo
Duo Tempo: Literally “double time”, a duo tempo is tempo, any time an opponent attempts a Power Attack
a parry & riposte done quickly and efficiently with against her, or attempts any attack against her with a
the smallsword, taking full advantage of its lightness weapon at least twice as heavy as her own, she may
and handiness. If the master of scrimia uses Combat make an immediate attack of opportunity, before
Expertise with his smallsword, his attack rolls are only her opponent’s attack roll is made. If the mistress of
penalized by half the amount he adds to his armor scrimia wounds her opponent in mezzo tempo, the
class (round down), rather than the full amount. opponent must make an immediate Fortitude save
(DC = 10 plus the damage the mistress of scrimia
inflicted) or lose his attack. If he succeeds, however, This ability may also be used offensively, so long as
the mistress of scrimia loses any Dodge bonus against the mistress of scrimia has the Beat or Bind ability.
the attack. In that case, she does not gain any AC bonus for the
ability. Instead, she uses one weapon to either beat or
Saviolo’s Ward: The master of scrimia attempts to bind the opponent’s weapon as usual (but she may not
grab his opponent’s blade with his free hand (this does use her said weapon for any other purpose this round),
not count as two-weapon fighting, and he suffers no and the other to attack. The attacking weapon gains
penalties for fighting with the off-hand), just as he the same benefits to the attack as above, but only if
attacks. The great fencing-master Saviolo explained The mistress of scrimia has successfully used a beat or
this technique as follows: “this weapon must bee bind against her target’s weapon.
used with a glove, and if a man should be without a
glove, it were better to hazard a little hurt of the hand, Quart Guard: With the development of the
thereby to become maister of his enemies Swoorde, extraordinarily light & maneuverable smallsword, a
than to breake with the swoord, and so give his enemy new stance was devised, with the blade in quarte and
the advantage of him.” The master of scrimia may the body turned more to the side than ever before.
attempt Saviolo’s ward up to once per round, when an The off-hand is held up behind the body for balance,
opponent attacks him. The master of scrimia gives up and the rear foot is pointed diagonally backwards,
any dodge bonus against his opponent for one round. allowing the fencer to quickly step back or “retire”
The master of scrimia makes an attack roll opposed from any attacks. The narrow profile and ease of
to his opponent’s attack roll. If the opponent equals defense gives the master of scrimia a +2 AC, so long
or beats the master of scrimia, the opponent’s attack he is fighting only one opponent, but he may only
strikes as normal. If the master of scrimia wins, he use this stance when armed with a smallsword. In
has grabbed the blade of the opponent’s sword. The addition, his off-hand must be completely empty, and
opponent’s attack automatically misses the master of may not be used for anything other than balance (that
scrimia, and the opponent can no longer use her blade is, he may not use it for Enclosing, Saviolo’s Ward
until she frees it by making an opposed Grapple check etc). If the master of scrimia opponent’s weapon has
against the master of scrimia (see Core Rulebook I reach, his AC bonus is only +1, not +2.
p137). Unless the master of scrimia is wearing armor,
he may take some damage in the process of grabbing
the blade – the opponent rolls her normal damage as if
for a successful hit, and the master of scrimia subtracts
Example Schools:
one from it for each +1 by which he beat her attack
roll.
A French Rapier School
Stesso Tempo: Literally “self time”, a stesso tempo is Skills Taught: Balance, Heal, Intimidate, Jump, Sense
traditionally done with the rapier and main gauche, but Motive, Tumble
may be performed with the rapier in one hand and any
light weapon or small shield in the other. The mistress Special Abilities Taught, by Level:
of scrimia uses one weapon to parry, and the other to 1st: Bind
simultaneously riposte. She declares a stesso tempo at 2nd: Beat
the start of her action. 3rd: Esquive
4th: Lunge
For the following round, the mistress of scrimia gain 5th: Colpo di Arresto
+2 to AC, but lose all her attacks with one of her 6th: Coup de Jarnac
weapons. Her other weapon attacks as normal, with 7th: Bonetti’s Defence
the usual penalties for fighting with two weapons, but 8th: Cloak Deceits
unless her target has either two weapons, or a weapon 9th: Saviolo’s Ward
and a shield, he loses all dodge bonuses against the 10th: Botta Segrete
mistress of scrimia’s attacks, and she gains +2 to
damage.
A French Smallsword School An Italian Sword School
Skills Taught: Balance, Bluff, Intimidate, Jump, Ride, Skills Taught: Balance, Climb, Heal, Intimidate,
Sense Motive Jump, Ride
Rule 22
Any wound sufficient to agitate the nerves and PIRATE DUELS
necessarily make the hand shake, must end the “We’ll settle it buccaneer fashion – toe-to-toe, with
business for that day. cutlasses!” – Captain Dudley
Although large sums of money are often at stake, In these matches, a successful attack roll or Perform
both men fighting in these duels are professional check means the attacker is able to swing his weapon
swordsmen who approach the fight calmly and at his foe but draw just short enough so the audience
practice hard to show off their craft. In rare cases, one doesn’t notice that he is checking his swing. If an
of the duelers may lose his temper and turn the fight attack roll is made, the DC is 10 + opponent’s Dex
into something more serious; judges often step in to - attacker’s Perform ranks. Defenders must usually
stop the duel at this point, but just as often they do not. make successful Perform checks (DC 12) to make the
attack look particularly believable, but if the attack
Prizefights are conducted as normal melee combats. A roll is a critical, the attacker has put on such a good
purse is worth 10-40 gold pieces. show that a Perform check from the defender is not
needed. If the attacker misses an attack roll by 2 or
A duelist can line up between one and four duels a more, damage is rolled as normal, as the attacker has
week, but most do not keep such a rigorous schedule. accidentally wounded the defender.