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View Full Version : Two Swords, One Happy Ending: The Dashing Dualist. TWF has never been so heroic [3.5]



bekeleven
2013-09-10, 07:39 AM
I can't think of a single historical army that equipped its troops in such a fashion... weapon choices may be subject more to the practicalities of clambering around in a dungeon than strict effectiveness, but why do you consider fighting in a doubly ineffective style (both historically and in terms of the actual rules) more "flavourful" than approaches that actually work?

Did the Grey Mouser, Moonglum, and that Drow chap cast such a long shadow?

The Dashing Dualist

http://i.imgur.com/IZLnI6n.jpg?1 (http://www.flickr.com/photos/mcritz/5071580387/)

When maidens need rescuing, kingdoms need saving and evildoers need stopping, everybody knows to look for one man. Not every hero is a Dashing Dualist, but that doesn’t stop bards from pretending. Although few historical heroes were famous for dual wielding, a dashing dualist prefers the stories to the histories any day.

Adventures: Of course a dashing dualist adventures! How else would he save the day and become famous? While not all dashing dualists are great at what they do, all know that being in the field is the best place to be, preferably followed by a cadre of bards documenting their exploits.

Characteristics: Dashing dualists are In the fray with a pair of weapons and a winning smile. A dashing dualist focuses on his ability to effectively strike at his enemies despite using a somewhat inefficient combat style. He gains other abilities to influence combat, such as the ability to ignore many types of detrimental effects to his person.
His other important ability is his fame. A dashing dualist wields tale as proficiently as blades, at least when talking about himself. These tales spread far and wide, granting him fame and access to important people and functions.

Alignment: Dashing dualists come from all regions and all walks of life, and they can be both good and evil. However, the inspiration to become a dashing dualist requires some amount of disregard for notions commonly accepted as true. Therefore, lawful people don’t make the attempt.

Religion: Just as dashing dualists don’t come from any particular region, they are not constrained by any particular religious devotion. However, many worship chaotic gods like Kord or Olidammara, which allow them to elevate personal glory. Although dashing dualists are not lawful in nature, some worship Heironeous.
Many dualists view the gods with the same irreverence as everything else in life, but some pay respects to the authors of the best stories of all time.

Background: Anybody can become a dashing dualist. The only things required are fast reflexes and an unhealthy obsession with fiction. For this reason, dualists are more common coming from the nobility or other higher-class families, capable of affording the R.A. Salvatore back catalog.

Races: Humans are the most common race found in the ranks of Dashing Dualists. However, in their lifetimes, an elf has the ability to hear a lot of stories, and any given one can tip the scales. Orcs and half-orcs tend to lack the dramatic timing and almost never see the appeal. Among monstrous races, kobolds and the occasional bugbear will try their hands and test their pizazz.

Other Classes: A dashing dualist often appears to be a fighter at first glance, although the unusual charisma often gives up the game. They share a skill-set with rogues, and an outlook with bards: all the world’s a stage, and they just want to be the lead characters.

Role: A dashing dualist is capable of serving a party either as a rogue – disarming traps and sneaking around – or as a front-line combatant, and often can perform both roles with some degree of skill. Regardless of this choice, nearly all dashing dualists will have the charisma and skills necessary to serve as the party face.

Game Rule Information
Abilities: A Dashing Dualist uses his charisma to charm his allies and frighten his enemies. As a dual wielder, he relies on dexterity and strength in combat, as well as constitution to survive his enemies. Out of combat, intelligence grants him the skills and skill tricks he needs to navigate dungeons and make an impression on those he meets.

Difficulty: Moderate (as Fighter).
Starting Gold: 6D4x10 GP (150 GP).
Alignment: Any non-lawful.
Hit Die: d10.

Class Skills
The Dashing Dualist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int) , Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Dashing Dualist
http://i.imgur.com/IfTKC7q.png

Class Features
All of the following are class features of the dashing dualist.

Weapon and Armor Proficiency: A dashing dualist is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

Bonus Feats: At first level, and every odd level afterwards, as seen on table: The Dashing Dualist, a Dashing Dualist gains and may use a bonus feat, even if he does not meet the prerequisites. If he already has the indicated feat, he may choose any feat for which he meets the prerequisites.

Trapfinding: A dashing dualist can find and disable magical traps and traps with DCs of higher than 20. He may bypass traps if he beats their disable device DC by 10 or more.

Mythic Lore: A dashing dualist knows stories and histories just as a bard does. See the bard ability. Treat his dashing dualist level as his bard level. However, he gets a +5 to remember myths and fiction, and a -5 to recall history or other factual events with this check.

Charmer: No amount of grime will dull a dashing dualist’s sparkle. Starting at second level, when dual-wielding, he may add his charisma to weapon damage, up to a maximum of half his class level. He also gains an additional +1 to weapon damage when dual wielding every 4 levels, as indicated on table: The Dashing Dualist.

Photogenic: A dashing dualist of at least second level takes no penalty to charisma or charisma-based skills from things that would normally impact his appearance, such as being covered in a week’s worth of dirt, grime, and ettin blood. In fact, some say it merely adds to his appeal.

Won’t Stay Down (Ex): A dashing dualist knows how to avoid many special attacks. At second level and every 3 levels after, he gains an ability allowing him to avoid harmful effects. These abilities apply only when the Dashing Dualist is awake and not helpless. Some abilities require other abilities be taken first, which is detailed in their entries. Each time Won’t Stay Down is gained, he may gain any of the following abilities:

Evasion: If he makes a successful reflex save against an attack that has a half or partial effect on a successful reflex save, he instead avoids the effect entirely.

Improved Evasion: Requires Evasion. Acts as Evasion, except that if making a reflex save against an attack that allows half or partial effect on a successful reflex save means that he suffers no effect on a successful save and only the lesser effect on a failed save.

Moxie: If he makes a successful fortitude save against an attack that has a half or partial effect on a successful fortitude save, he instead avoids the effect entirely.

Improved Moxie: Requires Moxie. Acts as Moxie, except that if making a fortitude save against an attack that allows half or partial effect on a successful fortitude save means that he suffers no effect on a successful save and only the lesser effect on a failed save.

Mettle: Requires Moxie. If the dashing dualist makes a successful will save against an attack that has a half or partial effect on a successful will save, he instead avoids the effect entirely.

Uncanny Dodge: He retains his dexterity bonus to AC (if any) if he is caught flat-footed or struck by an invisible attacker.

Improved Uncanny Dodge: Requires Uncanny Dodge. The dashing dualist can no longer be flanked, or dealt sneak attack as a consequence of being flanked, except by a rogue with at least 4 more rogue levels than his dashing dualist levels. These levels stack with levels in another class that grants improved uncanny dodge.

Slippery Mind: If he fails a save against an enchantment spell or effect, he may attempt the save one more time the following around at the same DC. If he succeeds, he is free of the effect. He gains only one additional attempt. This does not stack with any other abilities granting the same reroll.

AC Bonus: While wearing light armor or no armor, he gains a dodge bonus to his AC equal to half his class level. This applies only to attacks of which he is aware, regardless of whether he has uncanny dodge.

Speedy (Ex): A dashing dualist needs to be quick on his feet. Starting second level, when carrying no more than a light load, he gains a +5 feet bonus to movement. This applies to all movement modes he possesses, as well as any movement modes granted by spells or abilities. This bonus increases to +10 feet at 10th level and +15 feet at 18th level.

Better Under Pressure: “In the nick” is a dashing dualist’s best time. Starting at third level, he takes only half of the standard penalties for rushing any skill in which he has at least 1 rank. This is typically used to fast-talk guards or authority figures.

Fighter Feat: At 4th level, and every three levels after, a dashing dualist gains a bonus feat. This may be taken from the list of fighter bonus feats, and may be any feat for which he meets the prerequisite. He may add his dashing dualist level to his fighter level (if any) and treat the result as his effective fighter level for purposes of qualifying for any feat that requires a certain fighter level.

Always Ready: Starting at 4th level, a Dashing Dualist may add his charisma bonus to his initiative checks, up to a maximum of half of his class level.

Dual Wield: A dashing dualist fights with exceptional proficiency with his weapons. At 4th level, he may treat a charge as a full attack for purposes of gaining off-hand attacks. This means that at 4th level, he may attack with his off-hand once on a charge. Improved two-weapon fighting and further feats may increase the attacks he gains when charging.

At 8th level, a dashing dualist may strike with both held weapons when making attacks of opportunity. He takes standard penalties for fighting with two weapons if he does.

At 12th level, he may strike with both held weapons when attacking as a standard action.

Spotlight Steal: A dashing dualist knows nothing if not how to benefit from the hard work of others. Starting at 4th level, every time an ally uses the aid another action to give him a bonus, the bonus is increased by 2.
At 18th level, the bonus is instead increased by 4.

Ta-Dah!: At 6th level, a dashing dualist may make a full attack at the end of a charge, including one off-hand attack and any additional off-hand attacks granted by feats.

Mug For Cameras: A dashing dualist knows how to put on a show. Starting at 6th level, he gains a bonus equal to half his class level on all charisma-based checks against anybody that has seen him in combat in the past week. This does not apply to combats in which he was obviously, badly losing.

Dual Power Attack: When using the power attack feat, a dashing dualist of at least 6th level adds the full amount to both weapons he wields, treating both like one-handed weapons held in his primary hand, regardless of what they are.

Tricky Skills: A dashing dualist of at least 8th level can use skill tricks twice per encounter, instead of once.

Twisting Reach: Once per round, during an attack action or full attack, a dashing dualist of at least 9th level may make an attack with a light or one-handed weapon wielded in his primary hand as though he had 5 more feet of reach.

Signature Style: At 10th level and every five levels thereafter, a dashing dualist becomes better at fighting with a specific combination of weapons. He gains and can use one weapon style feat with two-weapon fighting as a prerequisite, even if he does not meet the other prerequisites. Options (and associated weapons) include Anvil of Thunder (Hammer and Axe), Bear Fang (Axe and Dagger), Crescent Moon (Sword and Dagger), Eilservs School (Quarterstaff), Hammer’s Edge (Sword and Hammer), High Sword Low Axe (Sword and Axe), Lighting Mace (Dual Light Mace), Net and Trident (Net and Trident), Quick Staff (Quafterstaff), Shield of Blades (Valenar double scimitar), Shielded Axe (Dwarven Waraxe and Handaxe), Spinning Halberd (Halberd), and Steal and Strike (Rapier and Kukri).

Shock and Awe: With nothing but a glance, a dashing dualist can shock an enemy down to their very core. Starting at 12th level, he may demoralize as a move action, instead of a standard action.

Dramatic Recovery (Ex): Starting at 12th level, a dashing dualist can leverage his knowledge about the importance of comebacks into the ability to make some. He gains a healing pool equal to his class level * his charisma modifier at the start of each day. As a swift action, he may heal himself or a touched ally of a number of hit points from this pool. If he has enough points remaining, he may also choose to use this ability to heal the staggered, nauseated, dazzled, fatigued, or dazed conditions (5 points each), or the exhausted, sickened, stunned, poisoned (any one poison) or diseased (any one disease) (10 points each). He may use any number of these on the same target as the same action, so long as he has the points remaining to pay for all of them.

Unflappable (Su): A dashing dualist knows that nothing can keep him from saving the day. Starting at 13th level, he gains the ability to avoid things keeping him from his goals. This ability is activated as an immediate action, and grants him Freedom of Movement, as the spell, until the end of his next action. He may use it a number of times per day equal to half of his dashing dualist level.

Genre Savvy (Sp): A dashing dualist of at least 13th level is used to genre conventions and knows when stories are playing out how they shouldn’t. As a swift action, he can gain the effects of True Seeing until the start of his next action. In addition, when making a save to disbelieve an illusion, he may add his ranks in spot.

Greater Mug for Cameras: A 14th level dashing dualist has legends attached to his name and face. He now gains a bonus equal to half his dashing dualist level on charisma-based skills and checks against people that did not see him in combat in the past week, and a bonus equal to his full class level against those that did see him in combat that he did not obviously, badly lose.

Fancy Feet: A dashing dualist doesn’t let pesky distractions like being neck-deep in quicksand get in the way of defeating enemies. He may avoid penalties to his movement from difficult terrain during any round in which he charges, and may charge around corners or past obstacles.

Best Under Pressure: At 16th level, a dashing dualist knows speed can really get a person out of a pinch. He reduces all penalties for rushing a skill by half his class level, up to the penalty (so that this can never grant a net increase in his modifier), or half of the penalty, whichever is greater. In addition, by taking a -15 on any skill check with a duration of more than one round, he may perform the check in half of the required time.

Remarkable Dodge: Once per encounter, a dashing dualist of at least 16th level can avoid potentially deadly blows. Once per encounter, a maximum number of times per day equal to half of his class level, he can substitute a reflex save for his AC to avoid a single attack after damage has been rolled.

Greater Drama: At 16th level, a dashing dualist can use his Dramatic Recovery pool to duplicate the effects of Break Enchantment by paying 20 points from his healing pool. Use his class level as his caster level. Once per day, he may also use this pool to duplicate the spell Revivify by paying 30 points. This use requires no material component.

In addition, he gains an additional number of healing points per day equal to his class level.

Greater Shock and Awe: At 18th level, a dashing dualist can demoralize an opponent as a swift action.

Greater Twisting Reach: At 19th level, a dashing dualist can attack once per round with his primary weapon as though he had reach. He may extend his reach 5 feet for every 10 class levels, for a single attack with a light or one-handed weapon wielded in his primary hand. This can be used during his attack actions or to make an attack of opportunity in a square he does not normally threaten.

Fancier Feet (Ex): At 20th level, nothing can stop a dashing dualist’s charges. He may charge up to triple his move speed, and he may charge at any enemy within this range as long as he has line of effect. This means that a dashing dualist with a 45-foot move speed can, for instance, charge at a flying enemy up to 135 feet straight above him. How he gets back down after the attack would be his problem.

Save The Day (Sp): A dashing dualist of 20th level gains the ability to save the day. He, and all allies within 30 feet, are under the effects of a constant Death Ward, as the spell. In addition, once per day for every two dashing dualist levels, he may attempt to negate a harmful enemy effect as an immediate action. He may use this ability to counterspell an enemy as though he had readied a Greater Dispel Magic, or to instantly Heal any ally within 60 feet, as the spell. Treat his dashing dualist level as his caster level for these abilities.

Morph Bark
2013-09-16, 03:39 AM
Getting Fighter feats in addition to dualwielding bonus feats seems like too much to me in the feat department.

Dual Wield as currently worded allows for multiple off-hand attacks on a charge, but still doesn't allow for more than one attack with the main-hand. Perhaps simply give him Pounce?

bekeleven
2013-09-16, 02:48 PM
Getting Fighter feats in addition to dualwielding bonus feats seems like too much to me in the feat department.

Dual Wield as currently worded allows for multiple off-hand attacks on a charge, but still doesn't allow for more than one attack with the main-hand. Perhaps simply give him Pounce?

Ta-Dah! is Pounce. Just a personal pet peeve that Pounce has 2-3 different meanings in the rules yet everyone uses the name for class abilities that have little association with attacks via leaping (http://en.wiktionary.org/wiki/pounce). I could change the name back if it's too confusing.

With regards to the fighter feats: Nearly all dual-wield feats aren't even worth taking; I'd call the 10 dual wield feats granted the rough equivalent of 3-4 well-chosen fighter feats (leap attack, shock trooper, power attack) in power, so I figured offering another couple wouldn't unbalance the situation. I mean, it offers a little flexibility in build, gives room for the incredible number of extra feats martial needs to pretend it's effective, and I'm not sure it even pushes the class into tier 3, so why not throw the class a bone? It was my attempt to make a mechanically crappy fighting style somewhat viable. And without it, every single Dashing Dualist build would look basically identical, since there's at least 3-4 feat-taxes associated with martial melee (such as the aforementioned power attack).

Thanks for the feedback!