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.
Base Attack Bonus:
13 Charisma, 13 Wisdom
Partners must be of compatible alignments - that is, not directly opposed on either the Good/Evil or Law/Chaos axis.
Partners must take levels of this class concurrently. The partners must spend at least a week together in intensive training.
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
|Level||BAB||Fort Save||Ref Save||Will Save||Special|
|Got Your Back +1, Improved Aid |
|Combat Cant, Synchronized Action|
|Got Your Back +2, Back to Back|
|Improved Flanking, Set Up|
|Hey, Get Up!, Got Your Back +3, Retaliatory Defense|
|Got Your Back +4, Avenge the Fallen|
|Got Your Back +5|
|Of One Mind, Twinned Blades|
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
Must know at least one White Raven maneuver.
Add Concentration to the list of class skills, as it is the key skill for the Diamond Mind discipline.
|Level||Man. Known||Man. Readied||Stances Known|
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.
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.