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Maerok
2006-12-30, 12:24 AM
Dual Combatant
Traditionally, the art of combat is seen as a fight between individuals. But in certain schools of fighting, pairs or even groups of warriors are trained to fight cooperatively, gaining strength from the skill of its partner(s) in combat.

HD: d10

Prerequsites:

Must take each level of this prestige class with a chosen partner(s) they have trained with for at least three years.
Base attack: +5
Improved Initiative, Combat Reflexes
Capable of wielding all martial weapons [Fighter] OR have the Unarmed Strike class ability [Monk]Skills Points: 2 + Int modifier

Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str)


{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+1|
+2|
+0|
+0|Improved Flanking; Initiative Switch

2nd|
+2|
+3|
+0|
+0|Dual Cover; Dual Assault

3rd|
+3|
+3|
+1|
+1|Borrow Technique; Blood-bond[/table]
Improved Flanking: When partners are flanking a target, each adds their class levels to their flanking bonus (which is normally +2).

Initiative Switch: A partner may act in place of another partner's turn during a round but only once per battle per class level (does not work for Attacks of Opportunity).*

Dual Cover: While within 10' of their partner, that partner gains a +2 morale bonus to AC and saves. When any partner makes an Attack of Opportunity while within 10' away, one other partner may also choose to make one afterwards, if they are within striking range (this does not form a chain). This Attack of Opportunity counts against their total for the round.

Dual Assault: When flanking an opponent and attempting a bull rush/trip/disarm/grapple, each partner may make a check (with the initiator going first and the rest in order of initiative). The first to succeed carries out the attempt but if any of the partners end up being bull rushed/tripped/grappled instead by a failed result, the attempts end. This ability is usuable once per battle.* But if a partner participates, their use is expended also. (They can't take part either, if they have no uses of it left)

Borrow Technique: Twice per battle, a partner may exchange one of its own feats for the feat of its partner as a standard action as long as each partner qualifies for the feat. The feat must be on the Fighter Bonus Feat list.*

Blood-bond: A partner is able to readily identify the status of its partner, as per deathwatch, with the added function of being able to recognize any status condition.

*Each partner uses this ability individually (the total uses is not between allt the Dual Combatants).

Roderick_BR
2006-12-30, 03:45 AM
Looks good. Hmm... the Sword and Fist has a feat called "Dual Strike" that gives the same effect of Improved Flanking. Put that feat as a requisite (for both characters) and add something else.
Edit:
Actualy, some of these features could be split in more levels.

Fizban
2006-12-30, 03:55 AM
Just want to point out that tying the class to one, specific individual you're partnered with is a pretty good balancing factor, IMO. Course for an NPC it hardly matters, and for a PC you'll either raise the partner or go out with them.

Jack_of_Spades
2006-12-30, 04:01 AM
I like this class. My friend Andy and I always have characters that team up and kick ass. Well definately have to try this sometime.


Also, how do you make those nifty charts?

Fizban
2006-12-30, 05:05 AM
Check the guide to homebrewing thread, stickied at the top.

Roderick_BR
2006-12-30, 06:49 PM
I've been toying with this concept, and I have some suggestions:

Add to Requisites:
Dual Strike (feat)
Special: A partner that needs to take this same prestige class. To use the benefits, you two need to have the same levels in Two as One.

Level 1: Teamwork, Initiative Switch
Level 2: Dual Cover
Level 3: Dual Combat
Level 4: Empathic Link, Shield Partner
Level 5: Partnership

TeamWork: Whenever you or your partner uses the Aid Another maneuver, you give a +4 bonus instead of the +2 to the partner.
Initiative Switch: As you already did.
Dual Cover: As you already did. Notice you get Opportunism that is valid only to your partner.
Dual Assault: Kinda like using Opportunism for actions other than attacks of opportunities. Works fine too.
Empathic Link: Check the PHB how it works for paladins, druids and wizard/mages.
Shield Partner: When close to each other (10 ft or less), you two get permanent Shield Other.
Partnership: This comes from another system.
You and your partner have a combat style so intrinsically mixed, you two can act like one entity!
Whenever you two decide to use Partnership, you roll only one set of attacks, using the better abilities of each one.
Initiative: roll 1d20, and add the better Dex modifier of the two, plus any bonuses any one have. Equal bonuses does not stack, for example, if both have Improved Initiative, you apply it only once, but if one have Improved Initiative, and the other is under a Haste spell, you can add all modifiers together.
Attacks: Use the better Base Attack (with the better attacks/round ratio), with the better Strenght modifier (for meelee) or Dexterity modifier (for ranged), plus any bonuses. Don't forget that same bonuses, like Weapon Focus, don't stack. Use the better Magic bonuses between the two.
Damage: Use the better base attack between the weapons being used, plus the better Strength modifiers (when applicable), plus any damage modifiers (again, same bonuses don't stack).
Critical Hit: Use the better threat range and damage multipliers for each weapon, after applying the bonuses (Keen, Improved Critical, etc). Again, don't stack same bonuses.
Armor Class: Calculate the best final AC, using the best Dexterity modifiers between the two.
Saving Throws: Use the better base Save Throw using the better Abilities modifiers between the two, and roll them for each as normal. Same bonuses don't stack. Two paladins for example will use only the best Divine Grace's value.
Damage Taken: Each one can be target as normal, but getting the AC and Saving Throws benefits as explained, and use Shield Partner to share the damage.

It may be a bit complex, and too overpowering, so I'll try to refine it and give examples.