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BRC
2009-04-29, 09:01 PM
http://www.wizards.com/dnd/images/Monster2_gallery/125.jpg
Anersha and Aylia, Synchronized Swordswomen.[/center]

“You misunderstand; there may be two of you, but we are a pair. There is a very big difference between two swordsmen and a pair of swordsmen.”
-Archos Trillben and Charles Vidik, Synchronized Swordsmen.

Everybody knows that teamwork in combat is important. However, there are some people who recognize just how important. They train and practice together until they know each other’s movements, behavior and skills as well as they know their own. A pair of Synchronized Swordsmen are in constant, almost subconscious communication, each supports the other in everything they do. Such a team is vastly more than the sum of its parts, and as they progress, they act as one entity with two minds.

Requirements
Base Attack Bonus: +6
Attributes: 13 Charisma, 13 Wisdom
Alignment: Partners must be of compatible alignments - that is, not directly opposed on either the Good/Evil or Law/Chaos axis.
Special: Partners must take levels of this class concurrently. The partners must spend at least a week together in intensive training.

Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Heal, Intimidate, Jump, Perform, Profession, Sense Motive, Swim, Tumble, and Use Rope
Skills Points at Each Level: 4 + Int Modifier

HD: d10
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Got Your Back +1, Improved Aid
2nd|
+2|
+3|
+0|
+0|Combat Cant, Synchronized Action
3rd|
+3|
+3|
+1|
+1|Got Your Back +2, Back to Back

4th|
+4|
+4|
+1|
+1|Improved Flanking, Set Up

5th|
+5|
+4|
+1|
+1|Hey, Get Up!, Got Your Back +3, Retaliatory Defense

6th|
+6|
+5|
+2|
+2|

7th|
+7|
+5|
+2|
+2|Got Your Back +4, Avenge the Fallen

8th|
+8|
+6|
+2|
+2|

9th|
+9|
+6|
+3|
+3|Got Your Back +5

10th|
+10|
+7|
+3|
+3|Of One Mind, Twinned Blades[/table]

Partners: If a synchronized swordsman is separated from his partner, or if the partner dies and cannot be resurrected, they may train with a new partner who has at least one level in synchronized swordsman. However, if the partners are of different synchronized swordsman levels, they only get the class features available to the one with fewer synchronized swordsman levels.

Got Your Back (Ex): At 1st level, the synchronized swordsmen begin to gain confidence in the presence of one another. Provided they started the turn within ten feet of each other, both partners receive a +1 circumstance bonus to attack rolls, damage rolls, and saving throws. At 3rd level, this bonus increases to +2, at 5th, it increases to +3, at 7th +4, and +5 at 9th level.

Combat Cant (Ex): At 2nd level, the partners become so familiar with one another that they can communicate to each other via a shorthand made up of expressions, gestures, in-jokes, and unfinished words. If two partners wish to communicate to one another, they may use this odd code. The partners understand each other perfectly, but anybody else must make a DC (10 + class level*2) sense motive check to understand them. Because the actual vocabulary is taken from some common language between the two partners, the combat cant does not qualify as a language, and spells such as tongues or comprehend languages provide no help in understanding the Cant.

Improved Aid (Ex): When a synchronized swordsmen makes an aid another check to help their partner, the bonus increases by 2.

Synchronized Action (Ex): At 2nd level, the partners have learned how to coordinate their movements. When a pair of swordsmen make initiative checks, they both use the better of their two checks.

Back to Back (Ex): At 3rd Level, two swordsmen learn to coordinate their movements such that they can operate in close quarters without getting in each other's way. Partners can occupy the same 5 ft. square, and are immune to flanking when they are doing so. In addition, if one partner fights defensively, or takes a full defense action, both partners receive the AC bonus.

Set Up (Ex): At 4th level, a pair of swordsmen learn to, even as they attack, set up their partner for a second attack. Being struck in melee combat by one partner provokes an attack of opportunity from the other once per round. This ability is not triggered by attacks of opportunity.

Improved Flanking (Ex): When two synchronized swordsmen of at least 4th level flank the same target, both swordsmen deal an additional 1d6 damage to that target. In addition, they act as a rogue of their class level +4 to determine if they can flank an opponent with Uncanny Dodge.

Hey, Get Up! (Ex): At 5th level, a synchronized swordsman can inspire their partner to push past physical limits. Once per day they may give a partner 10 * class level temporary hit points, these hit points cannot go above the partners maximum HP total.

Retaliatory Defense (Ex): At 5th level, a synchronized swordsman is able to defend against attacks in such a way as to make an opening for their partner. Attacking one partner in melee provokes an attack of opportunity from the other.

Avenge the Fallen (Ex): At 7th level, the bond between the partners as grown so strong, that killing one only enrages and strengthens the other. If one partner dies, the other Rages as a barbarian of level equal to their character level.

Of One Mind (Ex): At 10th level, synchronized swordsmen have spent so much time and trained together so much that they have picked up talents from each other. A synchronized swordsman may use the base saving throws or skill ranks of their partner. In addition, if one partner is aware of a foe, both partners are. If the partners are adjacent and one is not flanked, neither is flanked. If one partner succeeds on a save to defeat an illusion, resist an enchantment, or see through a lie, both partners do.

Twinned Blades (Ex): At 10th level, the partners have reached a level of synchronization that makes them nigh-unstoppable in close-quarters. When they are occupying the same five-foot space, or if they are flanking the same foe, the partners may make a special full-attack action once per encounter. In this action, they both make full-attacks, alternating individual strikes (Partner A Attacks at his full AB, then Partner B attacks at his full AB, then Partner A does his second attack, and so on). If any attack deals at least two damage to a foe, then subsequent attacks to the same foe receive a +2 bonus to attack and damage. These bonuses stack for every attack that deals at least damage. (So, if Partner A's attack hits, then Partner B's attack receives a +2 bonus. If that hits as well, Partner A's second attack receives a +4 bonus). They can only use this tactic once per encounter.


Tome of Battle Expansion

Requirements
Martial Maneuvers: Must know at least one White Raven maneuver.

Class Skills: Add Concentration to the list of class skills, as it is the key skill for the Diamond Mind discipline.

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|1|1
3rd|1|0|0
4th|0|0|0
5th|0|0|0
6th|1|1|1
7th|0|0|0
8th|1|0|0
9th|1|1|1
10th|0|0|0
[/table]

Maneuvers: At 1st, 3rd, 6th, 8th, and 9th level, a synchronized swordsman gains new maneuvers known from the Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full class level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 6th, and 9th level, you gain additional maneuvers readied per day.

Stances Known: At 2nd, 6th, and 9th level, a synchronized swordsman learns a new martial stance from the Diamond Mind, Iron Heart, or White Raven Disciplines. You must meet a stance's prerequisites to learn it.[/QUOTE]

Thanks to Salvonis for the pretty formatting.

Godskook
2009-04-29, 09:24 PM
I'll leave the balance comments to the professionals, but I love the flavor. However, I think it'd be incredibly bad for PCs, especially since this goes right down the same chute as a fighter's weapon focus problem, creating another glass jaw for melee characters is probably a bad idea.

Although, NPCs or Villains with this might be interesting, RP-wise(A reason to create Tomax and Xamot!)

Icewalker
2009-04-29, 09:25 PM
Awesome, and I love the concept of the paired PrC. It's well put together, quite straightforward, but I'd say a little underpowered. I suggest putting together some interesting additional power somewhere, something in a similar tune with Improved Flanking: being more effective when working as a pair.

Perhaps, a double attack ability where they may both attack the same target and both use the higher of the two attack rolls, or perhaps allowing some kind of co-feint that gives one a huge bonus to hit if the other takes a feint-esque action.

Djinn_in_Tonic
2009-04-29, 09:30 PM
I'll admit; it looks rather weak, especially for a PC class. Given that two characters are taking this, I'd like to see some really powerful teamwork abilities. The current abilities are rather few for such a class, and of fairly limited scope. I have no real suggestions at this point in time (I've been having a bad day, and am thus fairly uncreative at the moment), but I think it could use a significant boost both in terms of power and flavor (although it has a decent amount of that in concept, many of the abilities are, IMHO, a bit lacking).

Edit: Alright, I had a few ideas after all.

The Rogue's Opportunist ability seems PERFECT for this class. 1/round free Opportunity attack on an opponent your partner has struck in melee? Sounds good. One makes the opening for the other.

I'd also make Got Your Back scale at 1/2 level, rather than making it 5 separate abilities...gives you more room to flush out the class. It also doesn't make much sense with Skill checks...they're Swordsmen. I'd make it work if they're attacking the same foe (and make it a bonus to just Attack and Damage).

Maybe an ability called something like Back to Back, which gives them a similiar bonus to Saves and AC when in adjacent spaces, or renders them immune to flanking in a similiar situation.

Just tossing ideas out there.

JoshuaZ
2009-04-29, 11:47 PM
Needs more.

How about an ability that lets each one be treated a rogue of their character level + 4 for purposes of being able to flank beings with uncanny dodge for the other one to be able to sneak attack? The wording might need work. But that would help give the pair some good incentive to actually try to work together tactically.

Icewalker
2009-04-30, 12:04 AM
Perhaps when adjacent to one another, they get a bonus to AC, and possibly some other minor functionality or ability.

Another possibility is that they get flanking bonuses whenever they both threaten a target, regardless of whether they're actually positioned on either side.

DanielLC
2009-04-30, 12:07 AM
Perhaps they should share experience, so they're synchronized in leveling too.

BRC
2009-04-30, 07:51 AM
Some Ability Ideas:
Synchronized Strike: Getting hit by one partner in Melee provokes an attack of opportunity from the other once per turn.
Synchronized Defense: Attacking one partner in melee, provided that partner is not flat-footed, provokes an attack of opportunity from the other once per turn.

Double Charge: Two Partners may, if possible, Charge a single foe simultaneously, in which case they both receive an additional +4 bonus to attack and damage.

Maybe some more later.

Edit: Also, I'm thinking of moving "I'll wait, you go" and "We'll both go" to 2nd and 4th level, since alot of their abilities rely on them being near each other.

Double Edit: An idea I'm throwing around for a high-level ability, "Vengence Fury", If one partner is killed in battle, the other Rages as a barbarian of a level equal to their character level.

DoomedPaladin
2009-04-30, 12:21 PM
Vengeance Fury sounds great. I was just going to suggest it. Always good to have something the character can use to survive when the key to all his nifty abilities up and dies.

I was also going to suggest adding to the DC's to understand the Combat Cant. Since the the longer two partners travel together the more difficult it should get to crack their code. As it is, the difficulty tops out at 20. They may not be gaining any new levels in the class, but the levels and depths of their relationship with each other will certainly continue to gain in complexity. Maybe a +1 or 2 for each language that the partners have in common? Or would that overcomplicate things?

BRC
2009-04-30, 12:25 PM
Vengeance Fury sounds great. I was just going to suggest it. Always good to have something the character can use to survive when the key to all his nifty abilities up and dies.

I was also going to suggest adding to the DC's to understand the Combat Cant. Since the the longer two partners travel together the more difficult it should get to crack their code. As it is, the difficulty tops out at 20. They may not be gaining any new levels in the class, but the levels and depths of their relationship with each other will certainly continue to gain in complexity. Maybe a +1 or 2 for each language that the partners have in common? Or would that overcomplicate things?
I'm considering Renaming Vengeance Fury "You Bastard!" Or something to that effect.

AS for the Combat Cant, remember it's an Int check, a really high-level wizard with 30 Int has a 50/50 chance of figuring out what they are talking about. But I suppose I could make it 15+Synchronized Swordsman level.

BRC
2009-04-30, 01:53 PM
I just had a thought. If I remove the once/round bit from Synchronized Strike, then a pair of Synchronized Swordsmen with high-dex and combat reflexes could set up a very nasty combo.

Let's assume they are both threatening the same target, and both have combat reflexes and dex 14, giving them 3 AoO's each per round. If a foe attacks one partner in melee, he provokes an AoO from the other. If that attack hits, the first partner (The one origionally attacked) ALSO gets an AoO, provoking another one from the second partner, and so on. With this setup (Which isn't unreasonable, considering it's a fighter based class), a pair of swordsmen attacked in melee would return one melee attack with six of their own. I don't know if that's overpowered, of if it's the sort of "Powerful Teamwork Ability" that Djinn was talking about.

afroakuma
2009-04-30, 02:23 PM
At any rate, I love it for weird NPC encounters. The PRC of the Quirky Miniboss Squad. :smallwink:

BRC
2009-04-30, 06:45 PM
Alright, I've decided Synchronized Strike and Synchronized Defense are definitely in, the question is, which version of Strike should I use.

Synchronized Strike: Getting hit by one partner in Melee provokes an attack of opportunity from the other (AKA, meatgrinder as they pass the AoO's back and forward.
Synchronized Strike: Getting hit by one partner in Melee provokes an attack of opportunity from the other once per turn. (Still pretty nasty when combined with defense, but the "Pass" can only happen once per person. So it's Partner A Gets hit, partner B AoO's, triggering Partner A's AoO, which triggers another AoO from partner B (his first one was triggered by Synchronized Defense, so it didn't count for his Synchronized Strike that round).
Synchronized Strike: Getting hit by one partner in Melee provokes an attack of opportunity from the other. Getting hit by an Attack of Opportunity does not trigger this (Okay, Now they can't pass AoO's anymore, but expect to see some nasty Greatsword and TWF combos as one partner Full Attacks, triggering AoO's for the other.
Synchronized Strike: Getting hit by one partner in Melee provokes an attack of opportunity from the other once per turn. Getting hit by an Attack of Opportunity does not trigger this. (Okay, this was what I origionally intended, but I'm not sure how much I like it. People have been saying the class is underpowered, and an AoO-ping pong may be an effective way to handle that).

Icewalker
2009-04-30, 06:58 PM
Don't let one attack of opportunity trigger another, while it would be interesting, it's usually not good to balance a class with one really powerful ability. I'd say don't let them back and forth trigger with that, and add the rage when partner drops.

DanielLC
2009-04-30, 07:05 PM
I don't see why they should have synchronized strike. At the very least, it shouldn't be called that. It makes them attack twice as fast. From the name, you'd expect something more along the lines of being harder to block when they both attack.

Perhaps you should make it give them a bonus if they both attack the same opponent at the same time (the one that goes first would make a readied action to use this ability). This would be in addition to Improved Flanking.

You could change it to giving one an attack of opportunity by something other than attacking the other automatically gives an attack of opportunity to the other.

If one or both of them use ranged weapons, can they make an Attack of Opportunity form a distance? I think they should be able to, at lest with synchronized defense.

BRC
2009-04-30, 07:16 PM
Don't let one attack of opportunity trigger another, while it would be interesting, it's usually not good to balance a class with one really powerful ability. I'd say don't let them back and forth trigger with that, and add the rage when partner drops.
Okay. What about allowing it multiple times per round, which means you can have one partner TWFing, triggering abunch of attacks from the other partner with a greatsword.
Yeah, Synchronized Strike and Defense need new names. What it really is is partner A attacking an opponent, Partner B, who is familiar enough to recognize when and how A is going to attack, is ready to take advantage of that opponent's distraction. With Defense, A gets attacked, B knows how A defends well enough to know how to take advantage of that distraction.
Maybe something like Twinned Strike and Retaliatory Defense.

Alright, if were not doing AoO-passing, we'll need another powerful class feature.

I may use the name "Synchronized Strike" For some thing where the two partners attack simultaneously, if both hit the enemy makes a fort save DC 10+ Damage Taken or else get's stunned.

Hmm, some other potential ideas

Two-Man Takedown: One partner makes a Trip check against an opponent, if this succeeds, the other partner may (provided they haven't gone yet), make a single attack at their highest base attack bonus on the now-prone foe. This attack automatically threatens a critical.

Edit: Also, maybe somthing that lets the partners occupy the same 5-ft square (Great for narrow tunnel fighting).

SilentNight
2009-04-30, 11:32 PM
Love the class. AoO passing seems like a good idea provided it's balanced. I really like the double charge idea two. Great class and I hope to see the finished product. *Slyly retreats without saying anything useful*

Icewalker
2009-04-30, 11:39 PM
I really like the two units in the same square idea. It makes sense, because the 5 foot square system is assuming you need some space to fight, and they could weave around one another without trouble. For one thing, I think when they share a square they can't be flanked.

DanielLC
2009-05-01, 12:04 AM
What [Synchronized Strike] really is is partner A attacking an opponent, Partner B, who is familiar enough to recognize when and how A is going to attack, is ready to take advantage of that opponent's distraction.

Again, I don't see why that would mean they fight twice as fast. It should mean that they have a bonus on their attack.

Come to think of it, the same goes for normal attacks of opportunity. Why aren't they just bonuses if you attack that round?

SilentNight
2009-05-01, 12:44 AM
Again, I don't see why that would mean they fight twice as fast. It should mean that they have a bonus on their attack.

Come to think of it, the same goes for normal attacks of opportunity. Why aren't they just bonuses if you attack that round?

An AoO is reacting to a slight opening in the opponent's defense, which is why normal characters can only get off one in a round, as you'd have to be fast. I don't know if you fence but it's similar to a remese in my opinion. You see and opening and take it, you don't think. Which you'd expect would make them have some sort of penalty but i suppose it would get a little complicated.

BRC
2009-05-01, 12:48 PM
Okay, so abilities I'm adding.
Back to Back: At 3rd Level, two swordsmen learn to coordinate their movements such that they can operate in close quarters without getting in each other's way. Partners can occupy the same five-foot square, and are immune to flanking when they are doing so. In addition, if one partner fights defensively, or takes a Full Defense action, both partners receive the AC bonus.
Set-Up: At 4th level a pair of Swordsmen learn to, even as they attack, set up their partner for a second attack. Being struck in melee combat by one partner provokes an attack of opportunity from the other once per round. This ability is not triggered by Attacks of Opportunity.

Retaliatory Defense: At 5th level a synchronized swordsman is able to defend against attacks in such a way as to make an opening for their partner. Attacking one partner in melee provokes an attack of opportunity from the other.
Avenge the Fallen: At 7th level, the bond between the partners as grown so strong, that killing one only enrages and strengthens the other. If one partner dies, the other Rages as a barbarian of level equal to their character level.
And this next one may be overpowered
Twinned Blades: At tenth level the partners have reached a level of synchronization that makes them nigh-unstoppable in close-quarters. When they are occupying the same five-foot space, or if they are flanking the same foe, the partners may make a special full-attack action once per encounter. In this action, they both make full-attacks, alternating individual strikes ( fPartner A Attacks at his full AB, then Partner B attacks at His full AB, then partner A does his second attack, ect ect). If any attack deals at least two damage to a foe, then subsequent attacks to the same foe receive a +2 bonus to attack and damage. These bonuses stack for every attack that deals at least damage. (So, if Partner A's attack hits, then partner B's attack receives a +2 bonus. If that hits as well, Partner A's second attack receives a +4 bonus). They can only perform this

SilentNight
2009-05-02, 02:03 PM
Looks great, can't wait to see the final product. As far as the capstone, it doesn'tt look that overpowered to me at all. You need to finish the last line though. :smallwink:

Icewalker
2009-05-02, 05:22 PM
I dunno, might be a little overpowered. I want to see the re-compiled class first, look over it. I love this concept still, so awesome.

BRC
2009-05-02, 06:05 PM
Updated the OP with the Changes. I don't know about "You wait, I'll go" and "We'll both go". Their good abilities that are very useful, but I feel like they should show up earlier.

Icewalker
2009-05-02, 06:22 PM
I think We'll Both Go should just be something they get extremely early, and just skip You Wait, I'll go. It's handy, pretty straightforward, and not particularly unbalancing.

BRC
2009-05-02, 07:02 PM
I think We'll Both Go should just be something they get extremely early, and just skip You Wait, I'll go. It's handy, pretty straightforward, and not particularly unbalancing.
Done. Moved Improved Aid (which seems pretty basic for the class) to 1st level, and put it in at second level as Synchronized Action.


After I get this to peoples satisfaction, I'm thinking of doing similar classes for Casters and Rogues. (Perhaps Dual Arcanists, and Dualists (Pun intended) or something)

Icewalker
2009-05-02, 08:39 PM
Looks good...I'd say it's quite balanced, but I'm not the best judge of such things.

Might want to drop skills to 4+int, odd numbers generally aren't used.

Trodon
2009-05-03, 02:09 AM
omg thats amazing

Aquillion
2009-05-03, 03:13 AM
Hey, Get up seems kind of useless -- by the time you get it, the chance of surviving an attack at 0 to -9 HP is going to be fairly low. In general, abilities based around that are just not very good, because it doesn't come up often enough to be worth it (and, what, at most it is an action to give a tiny number of temporary HP? Not very good even when it happens. The fact that you can only use it when you desperately need -- and not, say, before you're about to die-- is a flaw, not an advantage.)

Unless you mean for it to have the ability to bring back the dead, but that seems unlikely. (Although really, perhaps some form of an ability similar to Psionic Revivify (http://www.d20srd.org/srd/psionic/powers/psionicRevivify.htm) once per day would be good.)

BRC
2009-05-03, 12:56 PM
Hey, Get up seems kind of useless -- by the time you get it, the chance of surviving an attack at 0 to -9 HP is going to be fairly low. In general, abilities based around that are just not very good, because it doesn't come up often enough to be worth it (and, what, at most it is an action to give a tiny number of temporary HP? Not very good even when it happens. The fact that you can only use it when you desperately need -- and not, say, before you're about to die-- is a flaw, not an advantage.)

Unless you mean for it to have the ability to bring back the dead, but that seems unlikely. (Although really, perhaps some form of an ability similar to Psionic Revivify (http://www.d20srd.org/srd/psionic/powers/psionicRevivify.htm) once per day would be good.)

It's mainly there for flavor, though I may replace it with somthing more like Diehard (http://www.d20srd.org/srd/feats.htm#diehard), if the partners are within 50ft of each other.

Proven_Paradox
2009-05-03, 07:27 PM
Balance is a tricky thing because you have to define what exactly you're balancing this against. If you're wanting to keep this along the lines of the core + Complete series PrCs and base classes, I'd say this is great as-is; don't change a thing. I get the impression that you're going for somewhere in those lines.

However, I don't want to get into melee without the Tome of Battle anymore, and this doesn't quite measure up to those classes. Really though, that could be fixed by adding a martial maneuver progression (I'm thinking iron heart and/or diamond mind focused; those two schools are the most discipline focused, which fits the flavor here well).


Anyway, that still doesn't fix a fundamental problem with this class as it relates to PCs: it puts two of your party members into the exact same role. Maybe it's not such a big deal in big parties, but if you only have four players, this will never actually see play because having two people on the same (and arguably the least important) slot is going to leave you with roles unfulfilled. This is a great concept, but that problem really cripples it for PC use in most situations, pigeon-holing this class into an NPC role.

As I was thinking about this problem, I had a thought... If the problem is that the Synchronized Swordsman only fills one role, why not make Synchronized versions of other classes?

I'm thinking about a Synchronized Rogue that gets a sneak attack progression (perhaps 2/3 instead of 1/2, but that kind of detail is best left to when you're actually making the class), a skill list that allows them to continue to fill the stealth/trapmonkey shoes, Synchronized class features that give them bonuses when working with a partner, and so on.

Then there'd be the Synchronized Caster--as I see it now, I don't think there'd be a need to separate out arcane, divine, and psionics since they all do the same thing with a few vaguely different options. Bonuses to casting defensively while a team-mate is around, allowing teammates caught in friendly-fire AoEs to auto success saves on those spells, perhaps a bonus to save DCs on foes who are threatened by teammates...

That kind of thing. Perhaps there could be a Synchronized Martial Adept for us ToB fans.

The more I think about it, the more I want to actually do it. I'm in the midst of finals at the moment and I've got a couple of other homebrew projects taking my time after that, but eventually I think I might revisit this idea. Or if there are some interested parties, there could be some sort of partnership formed to hammer these out; I'd totally be up for that.

Icewalker
2009-05-03, 08:09 PM
SilentNight and I have already decided to play a pair of these in a game, we're just still looking for a possible pbp game to take.

BRC
2009-05-03, 08:22 PM
SilentNight and I have already decided to play a pair of these in a game, we're just still looking for a possible pbp game to take.
YAY! :smallbiggrin: You'll have to tell me how it works out.
For a little background, my regular group usually has between six and eight people a session, so I often have trouble remembering that most groups are only four players. But if we assume that anything that can't be used by a four-person tank-wizard-cleric-skillmonkey group is useless, we throw away about 90% of the game. Plus it can always be used as an interesting encounter.

As for other similar paired- PRC's, I have some ideas for paired casters. Flavorwise it would work best if they were both arcane or divine, mechanics wise you could probably slot one of each in there with no problem. But Psionics works with an entierly different system, so I don't think I could mesh the two mechanically.

The only problem with making a paired rogue type class would be an urge to make the class Those Two Bad Guys (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThoseTwoBadGuys), with mechanical differences for the "Brains" and the "Brawn" in such a group, and a penalty if they didn't refer to each other as "mister"

zerombr
2009-05-05, 04:50 PM
The Rogue's Opportunist ability seems PERFECT for this class. 1/round free Opportunity attack on an opponent your partner has struck in melee? Sounds good. One makes the opening for the other.


seconded, and insisted upon.

BRC
2009-05-05, 05:05 PM
seconded, and insisted upon.
Added quite some time ago.
Also, I just now added something to the description of Combat Cant. Namely, because the cant is indecipherable not because of the words themselves, but because of the associations they hold for the partners. For example, one partner says to the other "Let's Redfish him", referring to a tactic they used in the town of Redfish. Because of this, spells like Tongues or Comprehend language do nothing to decipher it, merely let you make the intelligence check if you don't understand the language the partners are speaking in.

Trodon
2009-05-05, 10:52 PM
YAY! :smallbiggrin: You'll have to tell me how it works out.
For a little background, my regular group usually has between six and eight people a session, so I often have trouble remembering that most groups are only four players. But if we assume that anything that can't be used by a four-person tank-wizard-cleric-skillmonkey group is useless, we throw away about 90% of the game. Plus it can always be used as an interesting encounter.

As for other similar paired- PRC's, I have some ideas for paired casters. Flavorwise it would work best if they were both arcane or divine, mechanics wise you could probably slot one of each in there with no problem. But Psionics works with an entierly different system, so I don't think I could mesh the two mechanically.

The only problem with making a paired rogue type class would be an urge to make the class Those Two Bad Guys (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThoseTwoBadGuys), with mechanical differences for the "Brains" and the "Brawn" in such a group, and a penalty if they didn't refer to each other as "mister"

hey i am dming a pbp game that SilentNight and Icewalker have a good chance of getting in to i will let you know on how that class holds up :)

Pyrusticia
2009-05-06, 12:41 AM
As for other similar paired- PRC's, I have some ideas for paired casters. Flavorwise it would work best if they were both arcane or divine, mechanics wise you could probably slot one of each in there with no problem. But Psionics works with an entierly different system, so I don't think I could mesh the two mechanically.

Hmm...any chance of a paired caster/fighter class? It'd be versatile enough to fit into most groups, and could have abilities such as:

-If the fighter fights defensively, the caster gets a bonus for concentration checks.

-Fighter gets a bonus to resisting spells cast by partner (allowing caster to use AoE around the fighter).

-Enemies injured by the caster count as flanked for the fighter for the rest of the round.

Those are just a few I thought of, I'm sure there are others that would be as good, or better.

BRC
2009-05-06, 06:57 PM
Hmm...any chance of a paired caster/fighter class? It'd be versatile enough to fit into most groups, and could have abilities such as:

-If the fighter fights defensively, the caster gets a bonus for concentration checks.

-Fighter gets a bonus to resisting spells cast by partner (allowing caster to use AoE around the fighter).

-Enemies injured by the caster count as flanked for the fighter for the rest of the round.

Those are just a few I thought of, I'm sure there are others that would be as good, or better.
Ooh, interesting. I'd been maintaining my thinking to Synch Swordsman style Paired PRCs, where both partners are the same. But two-role PRC's, essentially two PRC's working in conjunction, opens up countless nifty possibilities.

Draken
2009-05-06, 07:33 PM
Alternativelly, you could have each specific Synchronized class (Swordsman, Caster, Psion, etc, etc...) give different bonuses when paired with different other synchronizeds.

And then limit synchronization to one at any given moment, and make it a 5 minute thing to change synchronization with another ally, then add a feat to lower these 5 minutes to a full round action, and maybe add the capstone of synchronizing with two allies at any time. If you look carefully, you will see a ToB reference in this post. Or not so carefully, really.

Icewalker
2009-05-06, 07:49 PM
A standardized synchronization system to pair with any given class? Fun concept.

Roderick_BR
2009-05-06, 09:16 PM
I like it. I've seen some attempts at a partnership PrC, and this one looks good.
Hmm.. For a more general type of class, maybe a 5 level PrC would be better. As it is, it's good, but then you need to go 10 levels in it, and so your companion.

Khatoblepas
2009-05-07, 07:06 PM
Preamble:
Before I begin, I want to say I'm a sucker for exotic classes - things that are both flavorful and powerful, but not crazy or one-trick ponies, like the Frenzied Berserker. I come from a background of high power games where the warriors get as many options as spellcasters, even if they're still not the all-consuming power that is magic. Post-Tome of Battle thinking, this.

This class has the flavor, but no power to back it up. It's mostly passive bonuses, with a couple of useless "flavor" abilities. Flavor doesn't mean "I will never use this ever I'm sure". At 16th level, these guys are no better at fighting together than if they had taken synergistic combinations of classes instead. 10 levels is a lot, so you have to have some kind of cool payoff. At the moment, it's on par with Knight Protector and Duelist. Cool on paper, but useless when you put 10 levels of most other cool things onto it. Especially when it's 20 levels in total - 10 for two characters!

That said, I agree with adding a martial manuever progression, and maybe some other things, like:

"Combat Cant" - I think Sense Motive is more apt than an Intelligence check, since you're divining what they mean, not why they're saying.

Change "Hey, Get up!" to 10 * Class level in healing or temporary hit points if the partner drops below 1/2 their max hit points. This way the ability is actually useful, and likely to be used, but doesn't actually heal much ABOVE your maximum hit points. This represents the ability of the partner to lift flagging spirits, to encourage and support the other partner. A second wind, if you like.

Perhaps Twinned Blades as written right now to is not very powerful at all, as you're likely to only hit with your primary and secondary attacks, making it very unlikely you'll get more than +20 damage on the entire manuever, which is equal to a single attack by a rogue, who can do that at will. And since mobility is always good(!), when are the swordsmen going to ever get to full attack the same enemy at the same time? As far as I can tell, anyway. It needs playtesting.

Very nice idea, though. I really do think it has a lot of potential.

BRC
2009-05-07, 09:35 PM
Preamble:
Before I begin, I want to say I'm a sucker for exotic classes - things that are both flavorful and powerful, but not crazy or one-trick ponies, like the Frenzied Berserker. I come from a background of high power games where the warriors get as many options as spellcasters, even if they're still not the all-consuming power that is magic. Post-Tome of Battle thinking, this.

This class has the flavor, but no power to back it up. It's mostly passive bonuses, with a couple of useless "flavor" abilities. Flavor doesn't mean "I will never use this ever I'm sure". At 16th level, these guys are no better at fighting together than if they had taken synergistic combinations of classes instead. 10 levels is a lot, so you have to have some kind of cool payoff. At the moment, it's on par with Knight Protector and Duelist. Cool on paper, but useless when you put 10 levels of most other cool things onto it. Especially when it's 20 levels in total - 10 for two characters!

That said, I agree with adding a martial manuever progression, and maybe some other things, like:

"Combat Cant" - I think Sense Motive is more apt than an Intelligence check, since you're divining what they mean, not why they're saying.

Change "Hey, Get up!" to 10 * Class level in healing or temporary hit points if the partner drops below 1/2 their max hit points. This way the ability is actually useful, and likely to be used, but doesn't actually heal much ABOVE your maximum hit points. This represents the ability of the partner to lift flagging spirits, to encourage and support the other partner. A second wind, if you like.

Perhaps Twinned Blades as written right now to is not very powerful at all, as you're likely to only hit with your primary and secondary attacks, making it very unlikely you'll get more than +20 damage on the entire manuever, which is equal to a single attack by a rogue, who can do that at will. And since mobility is always good(!), when are the swordsmen going to ever get to full attack the same enemy at the same time? As far as I can tell, anyway. It needs playtesting.

Very nice idea, though. I really do think it has a lot of potential.

Hmm, Making Combat Cant take a Sense Motive check does make sense, but if I do that I'd want to up the DC, maybe make it 10+(Class Level*2)

How about this for Hey, Get Up (Though I need a new name for it now): At Fifth level a synchronized swordsman can inspire their partner to push past physical limits. Once per day they may give a partner 10* Class level temporary hit points, these hit points cannot go above the partners maximum HP total.

As for Twinned Blades, I'll get some more feedback on that. Remember to add in the fact that, in addition to the Twinned Blades bonus, they may also be getting Improved Flanking bonus, and bonuses from "Got your Back".

I'd give it Martial progression, but I don't have Tome of Battle, so I don't know how.

deuxhero
2009-05-08, 12:37 PM
Seems like it would be neat for a pair of quirky minibosses.

If you looking for abilites how about something like (general idea)
Get a hold of yourself man:One partner may apply a firm slap to the other (standard action), allowing the slapie to retry a saving throw for/be cured of (one of the two) various effects.

Bobmufin52
2009-05-10, 05:57 PM
I really love the idea for this class, and I'd like to try it out on a comming game I have soon, but thier's one problem... can you give the class some class skills? XD

Kroy
2009-05-10, 07:52 PM
I really love the idea for this class, and I'd like to try it out on a comming game I have soon, but thier's one problem... can you give the class some class skills? XD

*Facepalm*
Never, ever ask a homebrewer to buff their creation so that you can get a boost without any reason provided.

BRC
2009-05-10, 07:53 PM
*Facepalm*
Never, ever ask a homebrewer to buff their creation so that you can get a boost without any reason provided.
Actually, he's just asking me to complete the class. Currently, it has no class skills. I think you're thinking about class Features.
I think I'll just use the Fighter's skill list.

Bobmufin52
2009-05-10, 10:55 PM
Actually, he's just asking me to complete the class. Currently, it has no class skills. I think you're thinking about class Features.
I think I'll just use the Fighter's skill list.

Hm, Mabey add some from the Swashbuckler class too? I feel like they'd be more likely to take level in this class than a piar of fighters, but that's just me. :/

Dreamshifter
2009-05-16, 03:38 AM
Actually, he's just asking me to complete the class. Currently, it has no class skills. I think you're thinking about class Features.
I think I'll just use the Fighter's skill list.

With 4+Int skill points per level, the Fighter list is far from ideal. I'd probably second the Swashbuckler list, or at least expand the Fighter one. Perhaps Balance, Bluff, and Tumble?

Oh, and on another note, I'm hoping to test this one soon-ish (it's a level 6 campaign, so another level before we move into the PrC). I'll let you know how it performs, naturally.

BRC
2009-05-16, 11:42 PM
Don't have the Swashbuckler list, so if somebody wants to tell me what it is, I'll gladly put it up.

Bobmufin52
2009-05-17, 01:59 PM
The swashbuckler’s class skill list is…
4+int
Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Jump, Profession, Sense Motive, Swim, Tumble, and Use Rope

Salvonus
2009-05-23, 12:31 AM
Hey mate, I'm thinking of using your PrC. Anyway, I had a strange compulsion (it happens sometimes) to edit something, so I did a tiny bit of typo-fixing (I had to resist the urge to add in oxford commas and -ise everywhere :smalltongue:) and formatting on your PrC. The result of my work is below - I hope you like it!

By the way, I suggest you add in Heal, Perform, and Intimidate to the class skill list. They all fit thematically with the class.

Also, Back to Back should apply for Combat Expertise (and Improved Combat ExpertiseCWar) as well.

(You can quote my post if you wish to copy all the formatting.)


Synchronized Swordsman

http://www.wizards.com/dnd/images/Monster2_gallery/125.jpg
Anersha and Aylia, Synchronized Swordswomen.

“You misunderstand; there may be two of you, but we are a pair. There is a very big difference between two swordsmen and a pair of swordsmen.”
-Archos Trillben and Charles Vidik, Synchronized Swordsmen.

Everybody knows that teamwork in combat is important. However, there are some people who recognize just how important. They train and practice together until they know each other’s movements, behavior and skills as well as they know their own. A pair of Synchronized Swordsmen are in constant, almost subconscious communication, each supports the other in everything they do. Such a team is vastly more than the sum of its parts, and as they progress, they act as one entity with two minds.

Requirements
Base Attack Bonus: +6
Attributes: 13 Charisma, 13 Wisdom
Alignment: Partners must be of compatible alignments - that is, not directly opposed on either the Good/Evil or Law/Chaos axis.
Special: Partners must take levels of this class concurrently. The partners must spend at least a week together in intensive training.

Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Jump, Profession, Sense Motive, Swim, Tumble, and Use Rope
Skills Points at Each Level: 4 + Int Modifier

HD: d10
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Got Your Back +1, Improved Aid
2nd|
+2|
+3|
+0|
+0|Combat Cant, Synchronized Action
3rd|
+3|
+3|
+1|
+1|Got Your Back +2, Back to Back

4th|
+4|
+4|
+1|
+1|Improved Flanking, Set Up

5th|
+5|
+4|
+1|
+1|Hey, Get Up!, Got Your Back +3, Retaliatory Defense

6th|
+6|
+5|
+2|
+2|You Wait, I’ll Go

7th|
+7|
+5|
+2|
+2|Got Your Back +4, Avenge the Fallen

8th|
+8|
+6|
+2|
+2|We'll Both Go

9th|
+9|
+6|
+3|
+3|Got Your Back +5

10th|
+10|
+7|
+3|
+3|Of One Mind, Twinned Blades[/table]

Partners: If a synchronized swordsman is separated from his partner, or if the partner dies and cannot be resurrected, they may train with a new partner who has at least one level in synchronized swordsman. However, if the partners are of different synchronized swordsman levels, they only get the class features available to the one with fewer synchronized swordsman levels.

Got Your Back (Ex): At 1st level, the synchronized swordsmen begin to gain confidence in the presence of one another. Provided they started the turn within ten feet of each other, both partners receive a +1 circumstance bonus to attack rolls, damage rolls, and saving throws. At 3rd level, this bonus increases to +2, at 5th, it increases to +3, at 7th +4, and +5 at 9th level.

Combat Cant (Ex): At 2nd level, the partners become so familiar with one another that they can communicate to each other via a shorthand made up of expressions, gestures, in-jokes, and unfinished words. If two partners wish to communicate to one another, they may use this odd code. The partners understand each other perfectly, but anybody else must make a DC (10 + class level*2) sense motive check to understand them. Because the actual vocabulary is taken from some common language between the two partners, the combat cant does not qualify as a language, and spells such as tongues or comprehend languages provide no help in understanding the Cant.

Improved Aid (Ex): When a synchronized swordsmen makes an aid another check to help their partner, the bonus increases by 2.

Synchronized Action (Ex): At 2nd level, the partners have learned how to coordinate their movements. When a pair of swordsmen make initiative checks, they both use the better of their two checks.

Back to Back (Ex): At 3rd Level, two swordsmen learn to coordinate their movements such that they can operate in close quarters without getting in each other's way. Partners can occupy the same 5 ft. square, and are immune to flanking when they are doing so. In addition, if one partner fights defensively, or takes a full defense action, both partners receive the AC bonus.

Set Up (Ex): At 4th level, a pair of swordsmen learn to, even as they attack, set up their partner for a second attack. Being struck in melee combat by one partner provokes an attack of opportunity from the other once per round. This ability is not triggered by attacks of opportunity.

Improved Flanking (Ex): When two synchronized swordsmen of at least 4th level flank the same target, both swordsmen deal an additional 1d6 damage to that target. In addition, they act as a rogue of their class level +4 to determine if they can flank an opponent with Uncanny Dodge.

Hey, Get Up! (Ex): At 5th level, a synchronized swordsman can inspire their partner to push past physical limits. Once per day they may give a partner 10 * class level temporary hit points, these hit points cannot go above the partners maximum HP total.

Retaliatory Defense (Ex): At 5th level, a synchronized swordsman is able to defend against attacks in such a way as to make an opening for their partner. Attacking one partner in melee provokes an attack of opportunity from the other.

You Wait, I'll Go (Ex): At 6th level, an undefined ability is gained.

Avenge the Fallen (Ex): At 7th level, the bond between the partners as grown so strong, that killing one only enrages and strengthens the other. If one partner dies, the other Rages as a barbarian of level equal to their character level.

We'll Both Go (Ex): At 8th level, an undefined ability is gained.

Of One Mind (Ex): At 10th level, synchronized swordsmen have spent so much time and trained together so much that they have picked up talents from each other. A synchronized swordsman may use the base saving throws or skill ranks of their partner. In addition, if one partner is aware of a foe, both partners are. If the partners are adjacent and one is not flanked, neither is flanked. If one partner succeeds on a save to defeat an illusion, resist an enchantment, or see through a lie, both partners do.

Twinned Blades (Ex): At 10th level, the partners have reached a level of synchronization that makes them nigh-unstoppable in close-quarters. When they are occupying the same five-foot space, or if they are flanking the same foe, the partners may make a special full-attack action once per encounter. In this action, they both make full-attacks, alternating individual strikes (Partner A Attacks at his full AB, then Partner B attacks at his full AB, then Partner A does his second attack, and so on). If any attack deals at least two damage to a foe, then subsequent attacks to the same foe receive a +2 bonus to attack and damage. These bonuses stack for every attack that deals at least damage. (So, if Partner A's attack hits, then Partner B's attack receives a +2 bonus. If that hits as well, Partner A's second attack receives a +4 bonus). They can only use this tactic once per encounter.




Oh, since you don't have Tome of Battle, here's (probably) a reasonable (optional) maneuver progression for this class. I chose Diamond Mind, Iron Heart, and White Raven for the disciplines, as they are the least wuxia-orientated parts of the Tome of Battle. Furthermore, White Raven is just perfect for a class like this.

It's by no means perfect, but at least it's a start. :smalltongue:


Tome of Battle Expansion

Requirements
Martial Maneuvers: Must know at least one White Raven maneuver.

Class Skills: Add Concentration to the list of class skills, as it is the key skill for the Diamond Mind discipline.

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|1|1
3rd|1|0|0
4th|0|0|0
5th|0|0|0
6th|1|1|1
7th|0|0|0
8th|1|0|0
9th|1|1|1
10th|0|0|0
[/table]

Maneuvers: At 1st, 3rd, 6th, 8th, and 9th level, a synchronized swordsman gains new maneuvers known from the Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full class level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 6th, and 9th level, you gain additional maneuvers readied per day.

Stances Known: At 2nd, 6th, and 9th level, a synchronized swordsman learns a new martial stance from the Diamond Mind, Iron Heart, or White Raven Disciplines. You must meet a stance's prerequisites to learn it.

BRC
2009-05-23, 10:04 AM
Woah, Very nice, thanks. Original Post edited.

Fay Graydon
2009-06-09, 11:11 PM
I back this class 100%
*Takes 1 level In this class till I find another of the same class*

What about adding a rule that allows them to strike with the same initiative?
Or a paired attack at the same time?

Iferus
2009-06-16, 09:07 AM
Got Your Back kind of excludes flanking creatures larger than medium, doesn't it?