Dual Blade (3.5e Class)

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Dual Blade
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Dual Blade[edit]

Gifted with blades and speed, not many can keep up with a Dual Blade when they focus. A blur in the face of battle.

Making a Dual Blade[edit]

Dual Blade's are all about, as their name, using two blades, and using them skillfully. They are all about striking fast, killing their opponents and quickly moving to the next. What they lack in spells, they make up for in pure speed and skill. They have no spells or magical skills at all, and in order to take advantage of their speed, they cannot wear heavy or medium armor and aren't meant to take hits. They use their speed to avoid hits rather then take them. They work best with most other classes, as all they really need is a distraction while they pick off their opponents.

Abilities: The most important attribute for a Dual Blade is Dexterity, followed closely by Strength. Other stats are not as important, though it is wise to give them a decent Intelligence score to allow them to have a good amount of skill points.

Races: Any smaller medium race or smaller may become a Dual Blade. (Human and smaller essentially.)

Alignment: Any.

Starting Gold: Starting gold; 3d8×10 135gp

Starting Age: As fighter.

Table: The Dual Blade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Speed Boost
Fort Ref Will
1st +1 +0 +2 +0 Perfect Two-Weapon Fighting (Ex), Blade Specialization +10 ft.
2nd +2 +0 +3 +0 Leaping, Quick Draw +10 ft.
3rd +3 +0 +3 +0 Extra Attack +1, Deflect Arrows +10 ft.
4th +4 +1 +4 +1 Uncanny Dodge (Ex) +20 ft.
5th +5 +1 +4 +1 Two-Weapon Defense, Bonus Feat +20 ft.
6th +6/+1 +1 +5 +1 Extra Attack +2 +20 ft.
7th +7/+2 +2 +5 +2 +30 ft.
8th +8/+3 +2 +6 +2 Bonus Feat +30 ft.
9th +9/+4 +2 +6 +2 Extra Attack +3 +30 ft.
10th +10/+5 +3 +7 +3 Improved Leaping, Bonus Feat +40 ft.
11th +11/+6/+1 +3 +7 +3 +40 ft.
12th +12/+7/+2 +3 +8 +3 Extra Attack +4 +40 ft.
13th +13/+8/+3 +4 +8 +4 +50 ft.
14th +14/+9/+4 +4 +9 +4 Adrenaline Burst (Ex) +50 ft.
15th +15/+10/+5 +4 +9 +4 Extra Attack +5, Bonus Feat +60 ft.
16th +16/+11/+6/+1 +5 +10 +5 +60 ft.
17th +17/+12/+7/+2 +5 +10 +5 +70 ft.
18th +18/+13/+8/+3 +5 +11 +5 Extra Attack +6 +80 ft.
19th +19/+14/+9/+4 +6 +11 +6 +90 ft.
20th +20/+15/+10/+5 +6 +12 +6 Bonus Feat +100 ft.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble.

Class Features[edit]

All of the following are class features of the Dual Blade.

Weapon and Armor Proficiency: A Dual Blade is proficient in light armor only. They are not proficient in any types of shields, and may not take proficiency with any shields or armors. The only weapon that they are proficient with is the weapon they have chosen for their Blade Specialization. (see below) If a Dual Blade wears any armor (besides light or none) or shield, they are considered fatigued. Dual Blade's who multiclass, do not gain weapon, shield, or armor proficiency of other classes.

Perfect Two-Weapon Fighting (Ex): (This is not like the Epic Feat Perfect Two-Weapon Fighting) A Dual Blade fights with a weapon in each hand, which allows them to make one extra attack each round with the second weapon. Thanks to this ability, a Dual Blade receives no penalties to dual wielding the type of blades he has specialized in. (see below) Because of this ability, you are not allowed to take any feat that applies to Two-Weapon Fighting.

Blade Specialization: During creation, a Dual Blade must pick one bladed weapon. They are now proficient in this weapon, and are treated as having taken Weapon Focus, Weapon Specialization with this weapon, and receive a +1 to all attack rolls, and a +2 to all damage rolls. If you cannot physically dual wield a type of blade (i.e. two handed weapon), you may not choose that weapon. Blade Specialization takes the place of the feat you get for being first level.

Speed Boost: Beginning at level one, and increasing as they level, a Dual Blade gets a speed boost to their movement speed (before it is multiplied to run speed) when running towards an enemy, or towards a fight in progress.

Leaping: Once a Dual Blade reaches level 2, they gain the Leaping ability. This allows the Dual Blade to receive a bonus when leaping into combat. They receive a +2 to hit, and all creatures in combat range are treated as flat-footed to the Dual Blade for the round. In order to successfully preform the Leaping ability, the Dual Blade must succeed a DC 20 jump check. If failed, the Dual Blade is treated as flat-footed, and receives a -2 to hit till the end of the round. The target, or targets, can make a reflex save (DC equal to the Dual Blade's Jump check), to avoid becoming flat-footed, though the Dual Blade still receives their attack bonus. Furthermore, a Dual Blade may jump twice his normal jump distance, this applies outside of battle.

Quick Draw: A Dual Blade may draw both swords as a free action, instead of a move action.

Extra Attack: Beginning at level 3, and increasing by 1 every three level, a Dual Blade receives one extra attack during his turn.

Deflect Arrows: Upon reaching level 3, a Dual Blade may deflect any non-magical projectile targeted at him, or an adjacent subject. The number of projectiles a Dual Blade is able to deflect per round is the same as the Dual Blades Dex bonus. In order to successfully deflect the projectile the Dual Blade must make a successful hit on the projectile.

Bonus Feat: At 5th, 10th, 15th, and 20th, a Dual Blade receives one extra feat. (This is limited to Fighter feats, and they must meet the prerequisites)

Uncanny Dodge (Ex): Starting at fourth level, a Dual Blade's senses are heightened farther then the normal. He retains his Dex bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dex bonus to AC if immobilized.

Two-Weapon Defense: When a Dual Blade has both weapons drawn, you are treated as though you have a +1 shield bonus. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Improved Leaping: Once a Dual Blade reaches 10th level, they gain the Improved Leaping ability. When leaping into combat the gain a +5 bonus to hit, and all creatures in combat range are treated as flat-footed to the Dual Blade for the round.In order to successfully perform the Leaping ability, the Dual Blade must succeed a DC 30 jump check. If failed, the Dual Blade does not receive any bonus, and is treated as entering the combat. The target, or targets, can make a reflex save (DC equal to the Dual Blade's Jump check), to avoid becoming flat-footed, though the Dual Blade still receives their attack bonus. Furthermore, a Dual Blade may jump four times his normal jump distance, this applies outside of battle.

Adrenaline Burst (Ex): Upon reaching level 14, a Dual Blade has such control over his body, that he is able to increase his adrenaline output. Three times per day, a Dual Blade may activate this ability. For 2d4 rounds the Dual Blade chooses one of the following: take two full actions per round, move twice at full movement in one round, or receive two full attack phases in one round. The Dual Blade may choose different actions for different rounds. Upon ending, the Dual Blade is considered Exhausted. An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 2 hours of complete rest, fatigued Dual Blades are no longer fatigued. If a Dual Blade is Fatigued or Exhausted and activates their Adrenaline Burst, they are no longer considered exhausted/fatigued. Once the Adrenaline Burst wears off, the Dual Blade collapses and losses consciousness for 2d6 hours, they do not however, receive any penalties upon awakening.

Ex-Dual Blade's[edit]

A Dual Blade who takes any Armor or Shield Proficiencies, is no longer a Dual Blade. They lose all class features, except bonus feats that they have taken. A Dual Blade who takes one or more levels in any other class besides Dual Blade, is no longer a Dual Blade, cannot gain new levels in Dual Blade, and loses their Weapon Specialization.

Epic Dual Blade[edit]

Table: The Epic Dual Blade

Hit Die: d12

Level Special Speed Boost
21st Extra Attack +7 +100
22nd +110
23rd +110
24th Extra Attack +8, +120
25th Adrenaline Junkie, Bonus Feat +120
26th +130
27th Extra Attack +9 +130
28th +140
29th +140
30th Extra Attack +10, Bonus Feat +150

4 + Int modifier skill points per level.

Speed Boost: Beginning at 21, and increasing as they level, an Epic Dual Blade gets a speed boost to their movement speed (before it is multiplied to run speed) when running towards an enemy, or towards a fight in progress.

Extra Attack: Beginning at level 21, and increasing by 1 every three level, an Epic Dual Blade receives one extra attack during his turn. These attack receives a -5 penalty to hit.

Adrenaline Junkie: Upon reaching level 25, a Dual Blade has such control over his body and has forced it to become used to the surge of Adrenaline, that he is able to increase his adrenaline output with no drawbacks. Five times per day, a Dual Blade may activate this ability. For 2d4 rounds the Dual Blade chooses one of the following: take two full actions per round, move twice at full movement in one round, or receive two full attack phases in one round. The Dual Blade may choose different actions for different rounds. He does not become exhausted at the end. This ability replaces Adrenaline Burst.

Bonus Feat: The Epic Dual Blade gains a bonus feat (selected from the list of epic fighter bonus feats) every 5 levels after 20th.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Dual Blade[edit]

Dual Blade's are speed junkies in a sense. They do not like sitting still, but they can force themselves to if they need to. They live for fighting, and simply getting their bodies to move faster.

Religion: Dual Blade's can worship whoever they want, if they want, as they vary from race to race.

Other Classes: A dual blade gets along with most other classes, not including spellcasters. Dual Blade's consider pure spellcasters to be lazy people, and have a slight distrust of them for putting all their trust in magic.

Combat: In few words, the melee damage dealer. The Dual Blade's purpose is to drop as many enemies, in as little time as possible.

Advancement: This class would be quite hard to multiclass. Though it would work best with a rogue or monk. Despite their slight opposition to magic, they would also work as some sort of spellcaster.

Dual Blade's in the World[edit]

I'm sorry, were you speaking? I was busy dispatching your guards...
—Saaji, Yuan-ti pureblood, Dual Blade; Falchions

Dual Blade's are often mercenaries, or in some sort of military. Though they are often messengers, their great speed getting them where they need to go, and their blades keeping them safe. They also make wonderful scouts, their speed and stealth aiding them as they move in and out of places unseen, and unheard.

Daily Life: A Dual Blade is almost constantly on the move, or planning on where to go next. They wander as far and as fast as they can usually. Other times they have a purpose, a striving goal. They train themselves whenever they have time, heightening their speed.

Notables: Saaji, male Yuan-Ti Pureblood Dual Blade: Slaughtered the 100+ guards of a lord, before he could even finish his monologue of what he was going to do.

Gerfor IronTon, male Dwarf distinguished Duel Blade general: Ran in as a first attack in every battle he was in, leading his men to uncountable victories.

Slasilia Twispan, female wood elf Dual Blade: Defended an ancient tree against hordes of creatures seeking its destruction.

Organizations: Most PCs are mercenaries, hired for their great skills. Though some seek adventure, and pull together a group themselves to go and set off on adventures.

NPC Reactions: Most people cannot distinguish a Dual Blade from an average fighter, or ranger with dual wield abilities. Until seen in battle, where there is no mistaking their speed and ferocity in battle.

Dual Blade Lore[edit]

Characters with ranks in History can research Dual Blade's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

History
DC Result
5 Common knowledge.
10 Low level abilities used.
15 Notable Dual Blades.
20 Higher level abilities used.

Dual Blades in the Game[edit]

Dual blades make excellent close range fighters, though they cannot take anywhere near as much as they dish out. NPCs are usually mercenaries that can be hired by the leader of a adventuring group.



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