Gain a +1 to all movement and acrobatic rolls (dex)
-1 init (Plus whatever other bonus may apply)
+1 dmg to all attacks with bladed weapons
The Fencer cannot Dual Class until level 13 where he can only take a single secondary class, use shields, wear above a medium armor or use non bladed weapons without severe penalties.(lose all tht and dmg bonuses with an additional -3 tht and -1d2 dmg)Also they receive no bonuses/penalties for blessings/curses and cannot be healed by prayer being as they hold no gods above there own skill.
Level 3: The Fencer as a natural acrobat gains the ignore height ability (up to 10ft per jump/bounce) and may bounce off surfaces to get to final destination or attacks they also take 1/2 dmg from falls of over 20ft and no dmg for falls under 20 ft.
Level 4: they gain may specialize in one bladed weapon of choice or hand to hand giving a +1 ThT and +3 dmg. (may gain another specialization every third level here after, at Lv 13 May take a second specialization (Mastery) on already specialized weapons, giving a total +3 ThT and +5 dmg and a 27-30 crit hit range. Gain a final specialization at level 20.)
Level 7: They gain a + 20% soak and a +1 defend for not using a shield or wearing above Light -Medium armors.
Level 10: The Fencer may learn 5 elemental techniques. (has 10 uses total per day, gains another 5 every other level) Fire, Water, Earth, and Air do 2d6 dmg Spirit may heal 2d6 hp. These attacks follow the same rules and tht as magic.
Level 13: The Fencer may go on a journey to find a grand master of the arts. upon finding the grand master he/she must prove there worth in order to be granted the title of master fencer and a magical weapon. The weapon may be charged with elemental magics (elemental magic or technique cast on the blade) and remain charged for duration of fight. The weapon also has 2 other abilities and is unbreakable. A head GM must approve the gift of the blade. If quest fails no blade is obtained and one cannot advance further in level skill from this class. The weapon is of a type already specialized if gained
Level 16: They may re roll 1 dodge per fight at -2def.
Level 20: The Fencer is considered a Grand Master Fencer and is able to Dazzle opponents, taking 1/3 of max hps in unsoakable damage by doing so. By moving with great speed and skill they can use their remaining attacks on their opponent all at once, whirling around and the like confusing the opponent all at the same time. target defends at a -1 per 2 attacks available to fencer, if not confused dodges at normal. (rolls one attack, but does damage for all available attacks, they roll (available attacks then Dex, +cha d50 for success, if fails the Fencer becomes dizzy and cant attack for 2d2 rounds and must defend at a -3, opponent rolls int + cha d50 to become confused. Technically they can kill themselves doing this attack. i.e. if max hp is 90 and they have 30 left they have 0 when finished and there fore are dead.) (May only be used once per fight. )