New PrC: Dual Weapon Master [Archive] - Wizards Community

Post/Author/DateTimePost
Lord_Ao

08-01-07, 05:59 PM
DUAL WEAPON MASTER
“Why use two weapons, you ask? I use two weapons because I can swing two arms twice as many times as I can swing one, and therefore kill my enemies in half the time. I was never really any good with numbers, but I'm pretty sure that's a good thing...” - Malark, dual weapon master.
The world is flooded by warriors, most of whom learn to swing a sword, lift a shield, and don ridiculously heavy armour. Amongst these mundane warriors, though, there are a small number of men and women who are far more gifted in the art of combat. And among this small number of gifted men and women there are a select few who have harnessed this gift and learnt to fight with two weapons as if they were an extension of themself. They can land blows wielding a weapon in either hand with as much ease as the greatest of fighters can whilst wielding one. These few men and women are the dual weapon masters, and they are masters of combat.
Adaptation: Dual weapon masters are extremely rare yet extremely powerful, and may arise in a number of ways. Some dual weapon masters are chosen at a young age, due to their great potential, to be trained as an apprentice under the wing of a dual weapon master master.
Others, though fewer, have received no formal training and have instead honed their skills by experimenting with various two-weapon fighting techniques in very real combat experiences.
GAME RULE INFORMATION
Alignment: any.
Hit Die: d10.
Requirements
To qualify to become a dual weapon master, a character must fulfil all of the following criteria.
Base Attack Bonus: +6
Feats: Dodge, Two-Weapon Fighting, Improved Two-Weapon Fighting.
Class Skills
The dual weapon master’s class skills (and key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Saves: The dual weapon master can choose between Fortitude and Reflex for which save will be his 'Good Save’, shown on the table below. The other save, along with Will, will be his 'Poor Saves’, also shown on the table below.
Weapon and Armour Proficiency: The dual weapon master gains no further proficiencies with any weapons, armour, or shields.

Level BAB Good Poor Special
1st +1 +2 +0 Bonus Ability
2nd +2 +3 +0 Ambidextrous (penalty reduced by 1), Bonus Ability
3rd +3 +3 +1 Bonus Ability
4th +4 +4 +1 Ambidextrous (penalty reduced by 2), Bonus Ability
5th +5 +4 +1 Bonus Ability

Bonus Ability: At every level the dual weapon master can choose a special ability from the following list. A double weapon counts as two weapons for the purposes of these abilities.
Clever Dual Weapon Defence: A dual weapon master with this ability who is unarmoured, unencumbered, and not using a shield can add their Intelligence modifier to their AC when they are wielding two weapons. This ability is nullified if the dual weapon master wears armour, is encumbered, uses a shield, or is not wielding two weapons. This ability cannot be used in conjunction with intuit dual weapon defence, though a dual weapon master can have both abilities in his repertoire. If he does have both abilities, he can select which ability he is using as a free action.
Dual Weapon Charge: A dual weapon master who charges whilst wielding two weapons can attack with both weapons. If he does so, he loses the usual +2 bonus to attack rolls granted by charging. The -2 penalty to AC for charging still applies. The dual weapon master still receives any penalties for wielding two weapons, if appropriate. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Cooperation: A dual weapon master wielding two weapons can apply the effects of certain feats from one weapon to the other weapon and vice versa, as long as those effects can be applied legally. He can use this ability with the following feats; Weapon Focus, Weapon Specialisation, Improved Critical, Greater Weapon Focus, Greater Weapon Specialisation, Melee Weapon Mastery, Weapon Supremacy, Epic Weapon Focus, Epic Weapon Specialisation, Overwhelming Critical, and Devastating Critical. For example, if the dual weapon master was wielding a longsword and a short sword and he has the feat Weapon Focus (longsword), he can apply the effects of Weapon Focus to the short sword as well. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Defence: When wielding two weapons (not including natural weapons or unarmed strikes), the dual weapon master receives a +2 bonus to Armour Class. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Deflect Arrows: Once per round when a dual weapon master wielding two weapons would normally be hit by a ranged weapon, he may deflect it so that he takes no damage from it. The dual weapon master must be aware of the attack and not flat-footed. Deflecting a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders, and ranged attacks generated by spell effects, such as Melf’s Acid Arrow, cannot be deflected. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Disarm: A dual weapon master who attempts to disarm an opponent whilst wielding two weapons gains a +4 bonus to his opposed attack roll. This bonus stacks with any other bonuses granted from feats such as Improved Disarm. Two-weapon disarm does not eliminate the attack of opportunity for attempting to disarm an opponent. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Feint: The dual weapon master receives a +4 bonus to his opposed roll when he is attempting to feint an opponent and is wielding two weapons. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Lacerate: If the dual weapon master successfully hits an opponent with both of the weapons he is wielding in a single round, he deals extra damage equal to the base damage of off-hand weapon type plus 1½ times his Strength modifier. This extra damage is treated as the same type that his off-hand weapon deals normally, for the purpose of overcoming damage reduction and other effects related to damage type. He can gain this extra damage once per round against a given opponent. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Opportunist: When making an attack of opportunity and wielding two weapons, a dual weapon master may attack with both of his weapons against the same target at the same time. He must decide before his first attack roll whether or not he wants to use both weapons. If he does choose to use both weapons, and if applicable, penalties for fighting with two weapons apply. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Riding: The dual weapon master gains a +4 inherent bonus to checks made to guide a mount with his knees whilst wielding two weapons. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Dual Weapon Strike: A dual weapon master can attack with both of his weapons in situations when most people could only attack with one. The dual weapon master can strike with both of his weapons as a standard action but suffers a -2 penalty to both of these attacks if he elects to do so. This penalty is in addition to any penalties that the dual weapon master normally suffers for wielding two weapons. This ability does not allow the dual weapon master to attack with both of his weapons in an attack of opportunity. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Flank Protection: On any round that the dual weapon master focuses both of his weapons at two opponents who are flanking him, they do not receive bonuses for flanking. He must target the flankers with all of his attacks from a particular weapon in a given round, for example if he is being flanked by two goblins he must direct all of his available primary-hand attacks at one of the goblins and all of his available off-hand attacks at the other goblin, for this ability to take affect. He does not have to hit the flankers, only target them, to eliminate the +2 flanking bonus. Flank protection also negates a rogue's sneak attack ability, unless the rogue has at least four more class levels than the dual weapon master’s base attack bonus. This effect lasts until the beginning of the dual weapon master's next turn. Any other creatures that would normally receive flanking bonuses against the dual weapon master still do, only the two targeted creatures do not. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Greater Two-Weapon Fighting: The dual weapon master gains a third attack with his off-hand weapon, though it is at a -10 penalty. A dual weapon master must meet the prerequistites for the feat of the same name described on page 95 of the Player's Handbook. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Heavy Dual Weapon Master: This ability allows the dual weapon master to wear heavy armour and not lose his abilities. All dual weapon master abilities with a descriptor that says ‘the dual weapon master loses this ability when fighting in heavy armour or using a shield’ can now be used in conjunction with heavy armour, but not with shields. This ability does not grant the dual weapon master proficiency with heavy armour.
Intuit Dual Weapon Defence: A dual weapon master with this ability who is unarmoured, unencumbered, and not using a shield can add their Wisdom modifier to their AC when they are wielding two weapons. This ability is nullified if the dual weapon master wears armour, is encumbered, uses a shield, or is not wielding two weapons. This ability cannot be used in conjunction with clever dual weapon defence, though a dual weapon master can have both abilities in his repertoire. If he does have both abilities, he can select which ability he is using as a free action.
Large Dual Weapon Fighting: When wielding a one-handed weapon in his off-hand, the dual weapon master takes penalties for fighting with two weapons as if he were wielding a light weapon in his off-hand. The dual weapon master loses this ability when fighting in heavy armour or using a shield.
Ambidextrous: At 2nd level, the penalties for a dual weapon master wielding two weapons are reduced by 1. That is, if his penalties are -4 they become -3, and if they are -2 they become -1.
At 4th level, the penalties for a dual weapon master wielding two weapons are reduced by a further 1. That is, if his penalties were -3 they become -2, and if they were -1 they are completely removed.
The dual weapon master loses this ability when fighting in heavy armour or using a shield.

http://www.wizards.com/dnd/images/dx0406iw_TwoWeaponRend.jpg A Dual Weapon Master

Some may notice that this bears a very stark resemblance to another class posted on this site, the Diblade. Don't worry it's not plagiarised, it was the original name for this class. I have fixed it up a little, made some modifications...all for the better I hope.
So once again I ask for your opinions. Is it balanced for a PrC, are the abilities fair, and do you just like it in general?

Thank you for reading.
TheDarkPrince

08-02-07, 05:02 AM
I haven't read through it all yet....but I'm just shuddering at the idea of a thri-kreen or the like wreaking havoc with this class. Ahh the slaughter....:D

Cheers!:cool:
Garonak

08-02-07, 05:59 AM
I like it. Might even allow it in my campaign.
Spikes01k

08-02-07, 12:35 PM
Dual Weapon Charge is underpowered compared to two weapon pounce. I would make it so that it can be done in any armor and you still get a +1 to hit while charging.

Your favoritisms of no armor and two weapon fighting I think is miss placed really. I would go in and remove all the restrictions to wearing heavy armor and using these abilities.
Lord_Ao

08-06-07, 12:04 AM
Dual Weapon Charge is underpowered compared to two weapon pounce. I would make it so that it can be done in any armor and you still get a +1 to hit while charging.

I was actually considering merging Dual Weapon Charge and Dual Weapon Strike together into just one bonus ability. Before I do this I want to know whether anyone thinks this will too powerful.

Your favoritisms of no armor and two weapon fighting I think is miss placed really. I would go in and remove all the restrictions to wearing heavy armor and using these abilities.

I'm not sure if you noticed the bonus ability called Heavy Dual Weapon Master; it allows you to use all other special abilities whilst wearing heavy armour. The idea is that you have to spend one of your bonus abilities to get it.
Tuah

08-06-07, 03:27 AM
Drizz't, eat your heart out.

Then get True Ressurection and buy PHB2 to revamp your character so you can replace some Ranger levels with this class.
The_Shaman

08-06-07, 03:44 AM
Sorry, but doesn't the Tempest already fill that role?
Garonak

08-06-07, 04:17 AM
Tempest is a feat heavy prc that uses spring attack. It's about the only twf prc out there and rarely fits the concept of most twf chars.
Lord_Ao

08-07-07, 10:25 PM
Tempest is a feat heavy prc that uses spring attack. It's about the only twf prc out there and rarely fits the concept of most twf chars.

Could not have put it better myself.
Watsyurname529

08-07-07, 10:40 PM
First off, It looks good and I am just loving the idea of a TWF Rogue with sneak attack doing this...man...I'd need more dice to pull that off. Anyway, the one thing that I might change would be to a d8 Hit Dice, thats about it. I might have to design a BBEG Ranger/Rogue/Duel Weapon Master and send it against my PC's. It's like a Master Thrower, but with Dual-Weapons!