BRC
2009-06-22, 07:02 PM
“You watch my back, I’ll pick the lock”
“You pick the lock, I’ll watch your back”.
-Chal “Fingers” and Randy “Nine Toes”, Dual Daggers
The concept of the “Partner in Crime” is so universal it has entered standard language. However, there are some for whom the term literally applies. In dim alleys and bandit lairs everywhere, people form partnerships, whether to gain a companion, a skill set that complements ones own, another dagger on your side if things get rough, or just another set of hands with which to carry loot. Most of these partnerships are temporary things, often falling apart at the first conflict of interest, some of them flourish and prosper into a true working relationship, such teams become highly efficient in all aspects of their work, from breaking and entering, to fighting when a job goes bad.
Dual Dagger
Prerequisites
At least 8 ranks in one skill
3d6 Sneak Attack
Alignment: Must not be directly opposed with the alignment of their partner on either axis.
Special: Must take this class with a partner who takes it at the same time. The partners must spend at least a week together in intensive training.
Dual Dagger
Hit Die: D6
Skills Per Level: 5+int
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Two-on-one +1
2nd|
+1|
+0|
+3|
+0|Theive’s Cant, Here, Take This, Sneak Attack +1d6
3rd|
+2|
+1|
+3|
+1| Two-on-one +2, Expert Cooperation.
4th|
+3|
+1|
+4|
+1|Lingering Attack, Sneak Attack +2d6
5th|
+3|
+1|
+4|
+1|Hey, Get Up!, Two-on-one +3, Ultimate Flank
6th|
+4|
+2|
+5|
+2|Move as One, Sneak Attack +3d6
7th|
+5|
+2|
+5|
+2|Two-on-one +4
8th|
+6|
+2|
+6|
+2| Sneak Attack +4d6
9th|
+6|
+2|
+6|
+3|Two-on-one +5
10th|
+7|
+3|
+7|
+3|Of one Mind, Sneak Attack +5d6 [/table]
Class Features:
Partners: If a Dual Dagger get’s 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 Dual Dagger. However, if the partners are of different Dual Dagger levels, they only get the class features available to the one with fewer Dual Dagger levels. This does not apply to their Sneak Attack class feature.
Two-on-one: A pair of Dual Dagger’s become very adept at fighting the same foe simultaneously. When both partners flank the same target they gain an additional +1 bonus to attack and damage. This bonus increases by one every other Dual Dagger level.
Thieves’ Cant: At second 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 (15+ Dual Dagger level) sense motive check to understand them.
Here, Take this: At second level the partners reach a level of coordination that allows them to, as an immediate action, pass a small object to their partner, provided the partner is within 20 feet and has at least one hand free. The object is immediately available.
Expert Cooperation: At third level the partners reach a level of rapport that allows them to work cooperatively on skill checks. When one partner assists another with a skill check, they receive a circumstance bonus equal to their Dual Dagger’s class level, rather than the regular +2 bonus they would normally receive.
Lingering Attack: When one partner sneak attacks a target, that target is considered Flat Footed against the other partner until the end of the next round.
Hey, Get up!: At Fifth level the bond between the partners grows stronger. If one partner is reduced to less than zero hit points, the other can take a full round action to put them back on their feet, giving them 1d10+Charisma Modifier temporary hit points. These hit points last a number of rounds equal to the average class level of the partners. A given team can only do this once per day.
Ultimate Flank: At fifth level, the partners become very adapt at flanking an opponent. They need not be on opposite sides of a foe to flank them, in addition, for the purpose of flanking a foe with improved uncanny dodge, the partners have an effective rogue level equal to the sum of both partners rogue levels, plus the sum of their Dual Dagger levels.
Move as one: At Sixth level, the Partners reach an instinctive level of understanding that lets them move and attack simultaneously. Both partners may use the higher of their two initiative scores.
Of One Mind: At tenth level, the partners have spent so much time and trained together so much that they have picked up talents from each other. A Dual Dagger may use the base saving throws or skill ranks of their partner. In addition, they develop a level of rapport that means they are in constant unconscious communication. If the partners are within 20 feet, and one partner succeeds on a sense motive check or makes a will save against a mind-affecting or illusion spell or effect, both partners do. If the spell is single target, like Suggestion, it fails immediately provided the partners are within 20 feet of one another.
Homebrewer's Notes
As you may have guessed, this is a follow up to my Synchronized Swordsman PRC. This time I decided to focus on Rogues rather than fighters. It's a work in progress, so I'm looking for input. The big thing that bugs me is the name, Dual Daggers dosn't work as well as Synchronized Swordsman. Also, I wish the capstone was somewhat flashier. I like "Of One mind", it's good and it fits the class, but It's a passive bonus which is kind of boring. So yeah, Please comment and suggest.
“You pick the lock, I’ll watch your back”.
-Chal “Fingers” and Randy “Nine Toes”, Dual Daggers
The concept of the “Partner in Crime” is so universal it has entered standard language. However, there are some for whom the term literally applies. In dim alleys and bandit lairs everywhere, people form partnerships, whether to gain a companion, a skill set that complements ones own, another dagger on your side if things get rough, or just another set of hands with which to carry loot. Most of these partnerships are temporary things, often falling apart at the first conflict of interest, some of them flourish and prosper into a true working relationship, such teams become highly efficient in all aspects of their work, from breaking and entering, to fighting when a job goes bad.
Dual Dagger
Prerequisites
At least 8 ranks in one skill
3d6 Sneak Attack
Alignment: Must not be directly opposed with the alignment of their partner on either axis.
Special: Must take this class with a partner who takes it at the same time. The partners must spend at least a week together in intensive training.
Dual Dagger
Hit Die: D6
Skills Per Level: 5+int
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Two-on-one +1
2nd|
+1|
+0|
+3|
+0|Theive’s Cant, Here, Take This, Sneak Attack +1d6
3rd|
+2|
+1|
+3|
+1| Two-on-one +2, Expert Cooperation.
4th|
+3|
+1|
+4|
+1|Lingering Attack, Sneak Attack +2d6
5th|
+3|
+1|
+4|
+1|Hey, Get Up!, Two-on-one +3, Ultimate Flank
6th|
+4|
+2|
+5|
+2|Move as One, Sneak Attack +3d6
7th|
+5|
+2|
+5|
+2|Two-on-one +4
8th|
+6|
+2|
+6|
+2| Sneak Attack +4d6
9th|
+6|
+2|
+6|
+3|Two-on-one +5
10th|
+7|
+3|
+7|
+3|Of one Mind, Sneak Attack +5d6 [/table]
Class Features:
Partners: If a Dual Dagger get’s 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 Dual Dagger. However, if the partners are of different Dual Dagger levels, they only get the class features available to the one with fewer Dual Dagger levels. This does not apply to their Sneak Attack class feature.
Two-on-one: A pair of Dual Dagger’s become very adept at fighting the same foe simultaneously. When both partners flank the same target they gain an additional +1 bonus to attack and damage. This bonus increases by one every other Dual Dagger level.
Thieves’ Cant: At second 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 (15+ Dual Dagger level) sense motive check to understand them.
Here, Take this: At second level the partners reach a level of coordination that allows them to, as an immediate action, pass a small object to their partner, provided the partner is within 20 feet and has at least one hand free. The object is immediately available.
Expert Cooperation: At third level the partners reach a level of rapport that allows them to work cooperatively on skill checks. When one partner assists another with a skill check, they receive a circumstance bonus equal to their Dual Dagger’s class level, rather than the regular +2 bonus they would normally receive.
Lingering Attack: When one partner sneak attacks a target, that target is considered Flat Footed against the other partner until the end of the next round.
Hey, Get up!: At Fifth level the bond between the partners grows stronger. If one partner is reduced to less than zero hit points, the other can take a full round action to put them back on their feet, giving them 1d10+Charisma Modifier temporary hit points. These hit points last a number of rounds equal to the average class level of the partners. A given team can only do this once per day.
Ultimate Flank: At fifth level, the partners become very adapt at flanking an opponent. They need not be on opposite sides of a foe to flank them, in addition, for the purpose of flanking a foe with improved uncanny dodge, the partners have an effective rogue level equal to the sum of both partners rogue levels, plus the sum of their Dual Dagger levels.
Move as one: At Sixth level, the Partners reach an instinctive level of understanding that lets them move and attack simultaneously. Both partners may use the higher of their two initiative scores.
Of One Mind: At tenth level, the partners have spent so much time and trained together so much that they have picked up talents from each other. A Dual Dagger may use the base saving throws or skill ranks of their partner. In addition, they develop a level of rapport that means they are in constant unconscious communication. If the partners are within 20 feet, and one partner succeeds on a sense motive check or makes a will save against a mind-affecting or illusion spell or effect, both partners do. If the spell is single target, like Suggestion, it fails immediately provided the partners are within 20 feet of one another.
Homebrewer's Notes
As you may have guessed, this is a follow up to my Synchronized Swordsman PRC. This time I decided to focus on Rogues rather than fighters. It's a work in progress, so I'm looking for input. The big thing that bugs me is the name, Dual Daggers dosn't work as well as Synchronized Swordsman. Also, I wish the capstone was somewhat flashier. I like "Of One mind", it's good and it fits the class, but It's a passive bonus which is kind of boring. So yeah, Please comment and suggest.