Circle of Life
2011-08-03, 11:39 PM
The Dualists
http://img714.imageshack.us/img714/3556/dualists.jpg
Hit Dice: d8
Starting Age: Simple
Starting Gold: 6d4x10
Class Skills
The Dualist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Dualists, Tandem Tactics (Opening Strike), Bond of Blood
2nd|
+1|
+3|
+0|
+0|Camaraderie
3rd|
+2|
+3|
+1|
+1|Tandem Tactics (Decisive Finish)
4th|
+3|
+4|
+1|
+1|Competetive Spirit, Wall of Blades
5th|
+3|
+4|
+1|
+1|Tandem Tactics (Pincer Assault)
6th|
+4|
+5|
+2|
+2|Bonus Fighter Feat
7th|
+5|
+5|
+2|
+2|Tandem Tactics (Unbalancing Blow)
8th|
+6/+1|
+6|
+2|
+2|Tactical Awareness
9th|
+6/+1|
+6|
+3|
+3|Tandem Tactics (Staggering Strike)
10th|
+7/+2|
+7|
+3|
+3|Against Any Odds
11th|
+8/+3|
+7|
+3|
+3|Tandem Tactics (Arresting Impale)
12th|
+9/+4|
+8|
+4|
+4|Covering Strike
13th|
+9/+4|
+8|
+4|
+4|Tandem Tactics (Critical Finish)
14th|
+10/+5|
+9|
+4|
+4|Two-man Phalanx
15th|
+11/+6/+1|
+9|
+5|
+5|Tandem Tactics (Twin Spire)
16th|
+12/+7/+2|
+10|
+5|
+5|Twinned Vigilance
17th|
+12/+7/+2|
+10|
+5|
+5|Tandem Tactics (Disgorge)
18th|
+13/+8/+3|
+11|
+6|
+6|Bonus Fighter Feat
19th|
+14/+9/+4|
+11|
+6|
+6|Tandem Tactics (Heartseeker)
20th|
+15/+10/+5|
+12|
+6|
+6|Till the Last Drop Flows Free
[/table]
Class Features The following are all class features of the Dualists
Weapon and Armor Proficiencies: Dualists are proficient with all simple and martial melee weapons, and with all forms of armor and shields, except tower shields.
Dualists: All Dualists begin play with a second Dualist partner. This partner is of the same race and possesses the same base ability scores of the character taking a level in this class (though your DM may allow different races to be partners at his discretion, it is advised to keep the base ECL of the two the same). The Dualist's partner advances through the Dualist class at the same rate, though they never gain levels in other classes. The Dualist's partner is an integral part of their class, not a second character, and as such should not impose a penalty to experience or wealth gained. The partner should not be awarded wealth of its own without subtracting an equal amount from the Dualist's estimated wealth; in effect, the Dualist is expected to use their own wealth to outfit both themselves and their partner.
The Dualist's partner possesses the same feats as the Dualist; if this would result in the partner possessing more feats than a character of their level would have, the Dualist chooses which feats their partner possesses (this choice is permanent once made, and does not allow the partner to benefit from feats for which they do not meet the prerequisites.)
The Dualist and their partner always act on the same initiative count, determined using the Dualist's initiative roll. The Dualist and their partner may move and attack at the same time, as opposed to acting on two separate sections of the same initiative count. In effect, this allows the Dualists to maneuver around the battlefield to set up flanking attacks or similar. Additionally, the Dualists may attack in whichever sequence they desire, even during full attacks.
Bond of Blood: Due to their extensive time spent together, Dualists possess as near identical souls as is possible between different people. While one Dualist lives, the material cost of resurrection spells cast on the other is halved so long as the living Dualist is present during the entire process of casting the spell.
Tandem Tactics (Ex): As they gain levels in this class, the Dualist and their partner learn to synchronize their attacks to great effect. Unless otherwise noted, the effects of individual tactics that create augmented attacks cannot be used together; for example, an attack could not be both a decisive finish and an unbalancing blow at the same time, but could benefit from the increased flanking bonus from pincer assault and still be a decisive finish.
Opening Strike: At 1st level, the Dualists know the opening strike tactic. Whenever one of the Dualists succeeds on an attack against an opponent, the other gains a +1 bonus on their next attack roll made against that foe before the end of their next turn. An attack that gains the benefit of the opening strike tactic cannot also be an opening strike. At 5th, 10th, 15th, and 20th level, the bonus to attack rolls increases by an additional point.
Decisive Finish: At 3rd level, the Dualists learn the decisive finish tactic. After one of the Dualists succeeds on making an opening strike, unbalancing blow, staggering strike, arresting impale, twin spire, disgorge, or heartseeker attack, the other may declare their next successful attack made before the end of the next round to be a decisive finish. A decisive finish deals an additional 1d6 points of damage for every two Dualist levels, rounded up.
Pincer Assault: At 5th level, the Dualists learn the pincer assault tactic. If a flanking line exists between both Dualists and an opponent, they may ignore abilities that grant immunity to flanking. If one of the Dualists strikes an opponent while flanking, the other doubles the bonus granted by flanking for the remainder of the round. Only one of the Dualists can benefit from this increased flanking bonus at one time.
Unbalancing Blow: At 7th level, the Dualists learn the unbalancing blow tactic. After one of the Dualists succeeds on making an opening strike, the other may declare their next attack made before the end of the next round to be an unbalancing blow. If the Dualist succeeds on the attack, the struck foe is flatfooted against the next attack made by the other Dualist.
Staggering Strike: At 9th level, the Dualists learn the staggering strike tactic. After one of the Dualists succeeds on making an opening strike or unbalancing blow, the other may declare their next attack made before the end of the next round to be a staggering strike. If the Dualist succeeds on the attack, the struck foe may take only a single move or standard action on their next turn. In addition, the Dualist may make a strength check opposed by the target's dexterity check plus stability modifiers, if any. If the Dualist wins the opposed check, the struck foe is forced back five feet away from the Dualist, provoking attacks of opportunity for the movement from creatures other than the Dualist. If the square the target would be forced into is occupied, it does not move but still provokes attacks of opportunity.
Arresting Impale: At 11th level, the Dualists learn the arresting impale tactic. Arresting impale only functions if the Dualist using it is wielding a piercing or slashing weapon. After one of the Dualists succeeds on making a staggering strike, the other may declare their next melee attack made before the end of the next round to be an arresting impale. If the Dualist succeeds on the attack, the struck foe's movement speed is reduced to 0 for all forms of movement until they take a full-round action to free themselves from the impale, or until the Dualist chooses to release them. The Dualist automatically releases the impaled foe at the beginning of the next turn unless they choose to forgo all of their attacks for the round, in which case the foe remains impaled for an additional round. While impaled, the struck creature does not gain its dexterity bonus to AC (if any), though it is not considered flatfooted.
Critical Finish: At 13th level, the Dualists learn the critical finish tactic. Critical finish only functions against foes currently impaled by the arresting impale tactic. After one of the Dualists succeeds on making an arresting impale, the other may declare their next attack made before the end of the next round to be a critical finish. If it hits, critical finish automatically results in a critical threat. If the attack would also threaten a critical normally, the total damage dealt is doubled on a successful critical confirmation.
Twin Spire: At 15th level, the Dualists learn the twin spire tactic. Twin spire only functions against foes currently impaled by the arresting impale tactic, and may only be used with piercing or slashing melee weapons. After one of the Dualists succeeds on making an arresting impale, the other may declare their next attack made before the end of the next round to be a twin spire attack. If twin spire hits, the struck foe is impaled a second time, and is rendered helpless for as long as both Dualists maintain the tactic. Twin spire automatically ends at the start of the Dualists' next turn, unless they both give up their attacks for the round, in which case it persists for another round.
Disgorge: At 17th level, the Dualists learn the discorge tactic. Disgorge only functions against foes currently impaled by either the arresting impale or twin spire tactics. After one of the Dualists succeeds on making an arresting impale or twin spire attack, the other may spend an attack action to forcibly remove the foe from the impaling weapon (or weapons, in the case of twin spire). Each Dualist currently impaling the foe automatically confirms a critical hit with their impaling weapon and deals appropriate damage. Power Attack and similar feats cannot be applied to the damage dealt by the disgorge tactic, even if they were used earlier in the round. If the impaled foe was of a size equal to or smaller than the Dualists, it falls prone in its square. Either way, it is no longer impaled and may act normally on its turn.
Heartseeker: At 19th level, the Dualists learn the heartseeker tactic. Heartseeker only functions against foes currently impaled by either the arresting impale or twin spire tactics. After one of the Dualists succeeds on making an arresting impale or twin spire attack, the other may spend an attack action to attack a vital section of the creature's anatomy. The Dualist deals automatic weapon damage and forces their foe to make a Fortitude save, DC 10 + ½ Dualist level + Strength modifier or be slain outright. Creatures without discernible anatomies, such as oozes, constructs, and most undead, are immune to the death effect of this ability. Power Attack and similar feats cannot be applied to the damage dealt by the heartseeker tactic, even if they were used earlier in the round. If heartseeker is used during a twin spire tactic, twin spire ends and the creature is merely held by the other Dualist as if by the arresting impale ability.
Camaraderie (Ex): The bond between Dualists is so close that seeing one injured is enough to inspire the other to acts of great heroics. Beginning at 2nd level, while a Dualist is below half health, the other Dualist gains a +2 circumstance bonus to strength and damage rolls. If both Dualists are below half health, the strength bonus increases to +4.
Competitive Spirit (Ex): Competition fosters excellence. Beginning at 4th level, whenever the Dualist or their partner has an enhancement bonus to attack rolls, damage rolls, skill checks, saving throws or AC, the other is driven to work harder to keep up. The ally gains an equivalent morale bonus to the same score. They only gain this benefit if they are not subject to the same effect, and only up to a maximum total bonus (including any enhancement bonus they already have) of their partner's enhancement bonus.
For example, if you have a +4 enhancement bonus to attack rolls with a weapon you are holding and your ally has a +1 enhancement bonus to the same, they gain a +3 morale bonus to make up the difference.
Wall of Blades (Ex): A Dualist's partner is always aware, always ready to defend them from otherwise dire blows. Beginning at 4th level, while a Dualist is within their partner's reach, the partner may sacrifice an attack of opportunity to make an opposed attack roll against a melee attack made against the Dualist. If their attack roll surpasses that of the incoming attack, it is deflected harmlessly away. Each Dualist can only parry one such attack each round, regardless of how many attacks of opportunity they are entitled to in a given round.
Bonus Feats: At 6th level and again at 18th level, Dualists receive a bonus feat, drawn from the list of bonus fighter feats. Dualists are considered fighters of their class level -3 when selecting feats normally available only to fighters.
Tactical Awareness (Ex): With enough practice, Dualists can act together with lightning speed, taking advantage of the smallest openings. Beginning at 8th level, if an opponent moves into or out of a space threatened by both Dualists, the movement provokes an attack of opportunity from both Dualists, even if it normally would not (such as by being a 5-foot step or from a creature that passed a Tumble check to avoid attacks of opportunity).
Against Any Odds (Ex): Some say that foes are most dangerous when backed into a corner. Not so for Dualists, who are at their deadliest when pressed back to back with their partner. Beginning at 10th level, while the Dualists are adjacent to each other, they gain immunity to flanking and may switch positions as a free action once per round in place of a 5-foot step.
Covering Strike (Ex): Once per round as a swift action, a Dualist of 12th level or higher may make an attack roll with a wielded melee weapon. While the Dualist's partner remains within their threatened range, the partner's AC is treated as the result of the attack roll for the next physical attack directed at them until the start of the Dualist's next turn. In addition, if the creature that attacks the Dualist's partner while protected by Covering Strike is within the Dualist's reach, he may make an attack against that creature using the same attack roll without expending an attack of opportunity.
Two-man Phalanx (Ex): While adjacent to each other, Dualists of 14th level or higher may move together at the same time, expending movement for each as normal. While moving in this fashion, the Dualists do not provoke attacks of opportunity unless they would both provoke an attack of opportunity from the same creature.
Twinned Vigilance (Ex): While a Dualist of 16th level or higher can see their partner, they may react normally against attacks and abilities used by creatures they cannot detect, provided their partner is able to detect the creatures in question. When the Dualist attacks a creature they cannot detect but their partner can, the miss chance for the attack is reduced to 20%.
Till the Last Drop Flows Free (Ex): Dualists of 20th level possess a bond that very nearly transcends physical capability. While their partner is above 0 hitpoints and can be detected by the Dualist, the Dualist does not die to hitpoint damage, regardless of how much damage they take. Death effects can still slay them, as can death by massive damage. If the Dualist's partner drops to 0hp or lower, the full force of the hitpoint damage taken instantly takes effect, almost assuredly killing the Dualist.
http://img714.imageshack.us/img714/3556/dualists.jpg
Hit Dice: d8
Starting Age: Simple
Starting Gold: 6d4x10
Class Skills
The Dualist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+0|Dualists, Tandem Tactics (Opening Strike), Bond of Blood
2nd|
+1|
+3|
+0|
+0|Camaraderie
3rd|
+2|
+3|
+1|
+1|Tandem Tactics (Decisive Finish)
4th|
+3|
+4|
+1|
+1|Competetive Spirit, Wall of Blades
5th|
+3|
+4|
+1|
+1|Tandem Tactics (Pincer Assault)
6th|
+4|
+5|
+2|
+2|Bonus Fighter Feat
7th|
+5|
+5|
+2|
+2|Tandem Tactics (Unbalancing Blow)
8th|
+6/+1|
+6|
+2|
+2|Tactical Awareness
9th|
+6/+1|
+6|
+3|
+3|Tandem Tactics (Staggering Strike)
10th|
+7/+2|
+7|
+3|
+3|Against Any Odds
11th|
+8/+3|
+7|
+3|
+3|Tandem Tactics (Arresting Impale)
12th|
+9/+4|
+8|
+4|
+4|Covering Strike
13th|
+9/+4|
+8|
+4|
+4|Tandem Tactics (Critical Finish)
14th|
+10/+5|
+9|
+4|
+4|Two-man Phalanx
15th|
+11/+6/+1|
+9|
+5|
+5|Tandem Tactics (Twin Spire)
16th|
+12/+7/+2|
+10|
+5|
+5|Twinned Vigilance
17th|
+12/+7/+2|
+10|
+5|
+5|Tandem Tactics (Disgorge)
18th|
+13/+8/+3|
+11|
+6|
+6|Bonus Fighter Feat
19th|
+14/+9/+4|
+11|
+6|
+6|Tandem Tactics (Heartseeker)
20th|
+15/+10/+5|
+12|
+6|
+6|Till the Last Drop Flows Free
[/table]
Class Features The following are all class features of the Dualists
Weapon and Armor Proficiencies: Dualists are proficient with all simple and martial melee weapons, and with all forms of armor and shields, except tower shields.
Dualists: All Dualists begin play with a second Dualist partner. This partner is of the same race and possesses the same base ability scores of the character taking a level in this class (though your DM may allow different races to be partners at his discretion, it is advised to keep the base ECL of the two the same). The Dualist's partner advances through the Dualist class at the same rate, though they never gain levels in other classes. The Dualist's partner is an integral part of their class, not a second character, and as such should not impose a penalty to experience or wealth gained. The partner should not be awarded wealth of its own without subtracting an equal amount from the Dualist's estimated wealth; in effect, the Dualist is expected to use their own wealth to outfit both themselves and their partner.
The Dualist's partner possesses the same feats as the Dualist; if this would result in the partner possessing more feats than a character of their level would have, the Dualist chooses which feats their partner possesses (this choice is permanent once made, and does not allow the partner to benefit from feats for which they do not meet the prerequisites.)
The Dualist and their partner always act on the same initiative count, determined using the Dualist's initiative roll. The Dualist and their partner may move and attack at the same time, as opposed to acting on two separate sections of the same initiative count. In effect, this allows the Dualists to maneuver around the battlefield to set up flanking attacks or similar. Additionally, the Dualists may attack in whichever sequence they desire, even during full attacks.
Bond of Blood: Due to their extensive time spent together, Dualists possess as near identical souls as is possible between different people. While one Dualist lives, the material cost of resurrection spells cast on the other is halved so long as the living Dualist is present during the entire process of casting the spell.
Tandem Tactics (Ex): As they gain levels in this class, the Dualist and their partner learn to synchronize their attacks to great effect. Unless otherwise noted, the effects of individual tactics that create augmented attacks cannot be used together; for example, an attack could not be both a decisive finish and an unbalancing blow at the same time, but could benefit from the increased flanking bonus from pincer assault and still be a decisive finish.
Opening Strike: At 1st level, the Dualists know the opening strike tactic. Whenever one of the Dualists succeeds on an attack against an opponent, the other gains a +1 bonus on their next attack roll made against that foe before the end of their next turn. An attack that gains the benefit of the opening strike tactic cannot also be an opening strike. At 5th, 10th, 15th, and 20th level, the bonus to attack rolls increases by an additional point.
Decisive Finish: At 3rd level, the Dualists learn the decisive finish tactic. After one of the Dualists succeeds on making an opening strike, unbalancing blow, staggering strike, arresting impale, twin spire, disgorge, or heartseeker attack, the other may declare their next successful attack made before the end of the next round to be a decisive finish. A decisive finish deals an additional 1d6 points of damage for every two Dualist levels, rounded up.
Pincer Assault: At 5th level, the Dualists learn the pincer assault tactic. If a flanking line exists between both Dualists and an opponent, they may ignore abilities that grant immunity to flanking. If one of the Dualists strikes an opponent while flanking, the other doubles the bonus granted by flanking for the remainder of the round. Only one of the Dualists can benefit from this increased flanking bonus at one time.
Unbalancing Blow: At 7th level, the Dualists learn the unbalancing blow tactic. After one of the Dualists succeeds on making an opening strike, the other may declare their next attack made before the end of the next round to be an unbalancing blow. If the Dualist succeeds on the attack, the struck foe is flatfooted against the next attack made by the other Dualist.
Staggering Strike: At 9th level, the Dualists learn the staggering strike tactic. After one of the Dualists succeeds on making an opening strike or unbalancing blow, the other may declare their next attack made before the end of the next round to be a staggering strike. If the Dualist succeeds on the attack, the struck foe may take only a single move or standard action on their next turn. In addition, the Dualist may make a strength check opposed by the target's dexterity check plus stability modifiers, if any. If the Dualist wins the opposed check, the struck foe is forced back five feet away from the Dualist, provoking attacks of opportunity for the movement from creatures other than the Dualist. If the square the target would be forced into is occupied, it does not move but still provokes attacks of opportunity.
Arresting Impale: At 11th level, the Dualists learn the arresting impale tactic. Arresting impale only functions if the Dualist using it is wielding a piercing or slashing weapon. After one of the Dualists succeeds on making a staggering strike, the other may declare their next melee attack made before the end of the next round to be an arresting impale. If the Dualist succeeds on the attack, the struck foe's movement speed is reduced to 0 for all forms of movement until they take a full-round action to free themselves from the impale, or until the Dualist chooses to release them. The Dualist automatically releases the impaled foe at the beginning of the next turn unless they choose to forgo all of their attacks for the round, in which case the foe remains impaled for an additional round. While impaled, the struck creature does not gain its dexterity bonus to AC (if any), though it is not considered flatfooted.
Critical Finish: At 13th level, the Dualists learn the critical finish tactic. Critical finish only functions against foes currently impaled by the arresting impale tactic. After one of the Dualists succeeds on making an arresting impale, the other may declare their next attack made before the end of the next round to be a critical finish. If it hits, critical finish automatically results in a critical threat. If the attack would also threaten a critical normally, the total damage dealt is doubled on a successful critical confirmation.
Twin Spire: At 15th level, the Dualists learn the twin spire tactic. Twin spire only functions against foes currently impaled by the arresting impale tactic, and may only be used with piercing or slashing melee weapons. After one of the Dualists succeeds on making an arresting impale, the other may declare their next attack made before the end of the next round to be a twin spire attack. If twin spire hits, the struck foe is impaled a second time, and is rendered helpless for as long as both Dualists maintain the tactic. Twin spire automatically ends at the start of the Dualists' next turn, unless they both give up their attacks for the round, in which case it persists for another round.
Disgorge: At 17th level, the Dualists learn the discorge tactic. Disgorge only functions against foes currently impaled by either the arresting impale or twin spire tactics. After one of the Dualists succeeds on making an arresting impale or twin spire attack, the other may spend an attack action to forcibly remove the foe from the impaling weapon (or weapons, in the case of twin spire). Each Dualist currently impaling the foe automatically confirms a critical hit with their impaling weapon and deals appropriate damage. Power Attack and similar feats cannot be applied to the damage dealt by the disgorge tactic, even if they were used earlier in the round. If the impaled foe was of a size equal to or smaller than the Dualists, it falls prone in its square. Either way, it is no longer impaled and may act normally on its turn.
Heartseeker: At 19th level, the Dualists learn the heartseeker tactic. Heartseeker only functions against foes currently impaled by either the arresting impale or twin spire tactics. After one of the Dualists succeeds on making an arresting impale or twin spire attack, the other may spend an attack action to attack a vital section of the creature's anatomy. The Dualist deals automatic weapon damage and forces their foe to make a Fortitude save, DC 10 + ½ Dualist level + Strength modifier or be slain outright. Creatures without discernible anatomies, such as oozes, constructs, and most undead, are immune to the death effect of this ability. Power Attack and similar feats cannot be applied to the damage dealt by the heartseeker tactic, even if they were used earlier in the round. If heartseeker is used during a twin spire tactic, twin spire ends and the creature is merely held by the other Dualist as if by the arresting impale ability.
Camaraderie (Ex): The bond between Dualists is so close that seeing one injured is enough to inspire the other to acts of great heroics. Beginning at 2nd level, while a Dualist is below half health, the other Dualist gains a +2 circumstance bonus to strength and damage rolls. If both Dualists are below half health, the strength bonus increases to +4.
Competitive Spirit (Ex): Competition fosters excellence. Beginning at 4th level, whenever the Dualist or their partner has an enhancement bonus to attack rolls, damage rolls, skill checks, saving throws or AC, the other is driven to work harder to keep up. The ally gains an equivalent morale bonus to the same score. They only gain this benefit if they are not subject to the same effect, and only up to a maximum total bonus (including any enhancement bonus they already have) of their partner's enhancement bonus.
For example, if you have a +4 enhancement bonus to attack rolls with a weapon you are holding and your ally has a +1 enhancement bonus to the same, they gain a +3 morale bonus to make up the difference.
Wall of Blades (Ex): A Dualist's partner is always aware, always ready to defend them from otherwise dire blows. Beginning at 4th level, while a Dualist is within their partner's reach, the partner may sacrifice an attack of opportunity to make an opposed attack roll against a melee attack made against the Dualist. If their attack roll surpasses that of the incoming attack, it is deflected harmlessly away. Each Dualist can only parry one such attack each round, regardless of how many attacks of opportunity they are entitled to in a given round.
Bonus Feats: At 6th level and again at 18th level, Dualists receive a bonus feat, drawn from the list of bonus fighter feats. Dualists are considered fighters of their class level -3 when selecting feats normally available only to fighters.
Tactical Awareness (Ex): With enough practice, Dualists can act together with lightning speed, taking advantage of the smallest openings. Beginning at 8th level, if an opponent moves into or out of a space threatened by both Dualists, the movement provokes an attack of opportunity from both Dualists, even if it normally would not (such as by being a 5-foot step or from a creature that passed a Tumble check to avoid attacks of opportunity).
Against Any Odds (Ex): Some say that foes are most dangerous when backed into a corner. Not so for Dualists, who are at their deadliest when pressed back to back with their partner. Beginning at 10th level, while the Dualists are adjacent to each other, they gain immunity to flanking and may switch positions as a free action once per round in place of a 5-foot step.
Covering Strike (Ex): Once per round as a swift action, a Dualist of 12th level or higher may make an attack roll with a wielded melee weapon. While the Dualist's partner remains within their threatened range, the partner's AC is treated as the result of the attack roll for the next physical attack directed at them until the start of the Dualist's next turn. In addition, if the creature that attacks the Dualist's partner while protected by Covering Strike is within the Dualist's reach, he may make an attack against that creature using the same attack roll without expending an attack of opportunity.
Two-man Phalanx (Ex): While adjacent to each other, Dualists of 14th level or higher may move together at the same time, expending movement for each as normal. While moving in this fashion, the Dualists do not provoke attacks of opportunity unless they would both provoke an attack of opportunity from the same creature.
Twinned Vigilance (Ex): While a Dualist of 16th level or higher can see their partner, they may react normally against attacks and abilities used by creatures they cannot detect, provided their partner is able to detect the creatures in question. When the Dualist attacks a creature they cannot detect but their partner can, the miss chance for the attack is reduced to 20%.
Till the Last Drop Flows Free (Ex): Dualists of 20th level possess a bond that very nearly transcends physical capability. While their partner is above 0 hitpoints and can be detected by the Dualist, the Dualist does not die to hitpoint damage, regardless of how much damage they take. Death effects can still slay them, as can death by massive damage. If the Dualist's partner drops to 0hp or lower, the full force of the hitpoint damage taken instantly takes effect, almost assuredly killing the Dualist.