Tae Dane's page

24 posts. Organized Play character for Ausk, the Orc-Kellid.



Grand Lodge

What if you are granted a bonus feat without having to meet the prerequisites. Can you then take feats requiring that feat as a prerequisites and ignore prerequisites that would normally be required for the original feat?

For example, if I receive Two-Weapon Fighting, as a bonus feat via the 2nd level Ranger class ability, can I then take Double Slice without having to meet the prerequisite of Dex 15, or do I require a Dex of 15 to take it as a regular feat, even though I already have Two Weapon Fighting?

Grand Lodge

I'll play any role in a party, though I prefer melee (barbarians, fighters, monks, rangers, and rogues). But then again, I'm also plenty willing to do a bow-wielding ranger or fighter, a "bomb-dropping" sorcerer, or a keep-you-alive, or undead, cleric. Honestly, I just love playing the game and having character interaction; I live to escape into the RPing world. Unfortunately, I'm also a bit of a stickler for the rules, but I don't mind homebrew so long as its creator has a sense of balance and doesn't go changing the game entirely (or devolving it to broken 3.5-like rules). I can post on any and all days of the week and am malleable to lots of different settings.

Sovereign Court

My original source of role-playing was text-based free form roleplay on nexxushost.com chatrooms and a few more literate gaiaonline threads, but I pretty much stopped entirely when I began playing D&D 3.5 back in 2008. In early winter of 2010, I switched to Pathfinder due to the suggestion of my DM and tabletop mentor who moved out of state. Unfortunately, I haven't played a game with an experienced DM since he left and I'm looking to play a PbP game, hopefully with a select group of 3-5 players. I typically play a tank, but am flexible and familiar with all Pathfinder classes. I keep well up to date with Pathfinder's major releases and currently own copies of the Core Rulebook, APG, Ultimate Magic and Combat, Bestiaries I and II, and the Inner Sea World Guide. I'm hoping to play a game with some in-depth character interactions and plot line development, but I'm very eager to play with any experienced DM.

Sovereign Court

When I first played Pathfinder, I decided to try out the new version of my favorite class; the Fighter. Noticing the new Two-Weapon Fighting and Critical feats and taking into mind that I could benefit more from Armor and Weapon Training by going with a dex-based two-weapon fighter, I created a character for "Rise of the Runelords" named Dyne Treal who specialized in dual-wielding Kukri. He was an awkward young lad, but always had relatively good insight and kept his fellow party members on track. But as he grew, I felt that the basic Fighter out of the Core Rulebook didn't quite suit him as much as it should have. That being said, I was very excited to see the Two-Weapon Warrior when it came out in the Advanced Player's Guide, but that, too, did not quite fully suit Dyne's style of fighting ambidextrously with his twin kukri. That being said, I also considered the Weapon Adept monk, but Dyne just didn't feel right without his signature breastplate... In the end, I had given up. But one day, an idea came to mind; I would make my own fighter variant to perfectly suit Dyne. And today, I have decided to share it with you.

So without further ado, here is...

THE

TWIN-WEAPON MASTER
Having developed a strong mindset that weapons akin to each other, even identical, can be wielded as a single tool for battle, the twin-weapon master seeks perfect unity both with and among his twin weapons, sharpening his ambidexterity and his proficiency in utilizing both of them equally.

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Power Slice (Ex): At 3rd level, a twin-weapon master gains Power Slice as a bonus feat. This ability replaces armor training 1.

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Dual Blades (Ex): At 5th level, a twin-weapon master gains a +1 bonus on attack and damage rolls when making a full attack with two weapons of the same type. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.

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Two as One (Ex): At 7th level, a twin-weapon master reduces the penalties for two-weapon fighting by -1 when using two weapons of the same type. Every four levels after 7th, the penalties are further reduced by an additional -1 (to a minimum of 0). This ability replaces armor training 2.

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Twin Strike (Ex): At 9th level, a twin-weapon master may, as a standard action, make one attack with both his primary and secondary weapons, so long as they are the same type of weapon. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.

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Dual Blades (Ex): At 11th level, whenever a twin-weapon master uses Power Attack while attacking with two weapons of the same type, the damage bonus from Power Attack is no longer halved (-50%) for his off-hand weapon. This ability replaces armor training 3.

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Akin Opportunity (Ex): At 13th level, when a twin-weapon fighter makes an attack of opportunity, he may attack once with both his primary and secondary weapons so long as they are of the same type of weapon. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 3.

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Whirling Maneuvers (Ex): At 15th level, whenever a twin-weapon master chooses to fight defensively while attacking with two weapons of the same type, he reduces the penalty on attack rolls for doing so by -1 and increases the dodge bonus to AC by +1. In addition, if the weapons he is wielding are light weapons, the penalty on attack rolls is reduced by -2 and the dodge bonus to AC increased by +2 instead. This ability replaces armor training 4.

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Perfect Two-Weapon Fighting (Ex): At 17th level, when a twin weapon master makes a full attack with two weapons of the same type, he gets an additional attack with his off-hand weapon, albeit at a –15 penalty.

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Tempest of Blades (Ex): At 19th level, when a twin weapon master makes a full attack with two weapons of the same type, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the master. This ability replaces armor mastery.

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Twin Weapon Mastery (Ex): At 20th level, a twin-Weapon master chooses one type of weapon. Whenever he attacks with two weapons of this type, any critical threats he rolls automatically confirmed and have their damage multiplier increased by 1. In addition, he cannot be disarmed while wielding two weapons of this type. This ability replaces weapon mastery.

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So... what do you think? I'm open to any suggestions and constructive criticism you might have to offer, so don't be shy.

Also, yes, I know that this shares many of the same class features as the two-weapon warrior. But what can I say? The two-weapon warrior was the closest thing Pathfinder had to suiting Dyne's style and the Twin-Weapon Master and Two-Weapon Warrior are, in essence, very similar in both flavor and mechanics, so it made sense to keep some of the abilities and carry them over into the new class variant.

Sovereign Court

So a major issue with the samurai class, I've noticed, is that players that want to play a samurai don't necessarily want a mount, mounted archery, banners, or whatever. Also, historically, when samurai were used in larger army combat, it wasn't really possible for every single samurai to have a horse. After all, there have to be some foot soldiers. To this end, I decided to modify the samurai class.

I'm looking for any kind of feedback. Critiquing and discussion of new, relevant ideas are both welcome and appreciated.

Here is an altered special abilities list:

1st - Challenge 1/day, gift of honor, order, resolve
2nd - Order ability
3rd - Weapon expertise
4th - Challenge 2/day, combat style
5th - Improved combat style
6th - Bonus feat
7th - Challenge 3/day
8th - Order ability
9th - Greater resolve
10th - Challenge 4/day
11th - Honorable stand
12th - Bonus feat, demanding challenge
12th - Challenge 5/day
14th - Greater combat style
15th - Order ability
16th - Challenge 6/day
17th - True resolve
18th - Bonus feat
19th - Challenge 7/day
20th - Last stand

Gift of Honor (Ex): A samurai can choose from one of two
gifts granted to him (by lord, master, family, deity, etc.) as
part of his ascension into a warrior. Once the gift granted is
chosen, it cannot be changed.
The first type of gift allows a samurai to gain the service of a
loyal and trusty steed to carry him into battle. This mount
functions as a druid’s animal companion, using the samurai’s
level as his effective druid level. The creature must be one
that he is capable of riding and that is suitable as a mount. A
Medium samurai can select a camel or a horse. A Small
samurai can select a pony or a wolf, but can also select a
boar or a dog if he is at least 4th level. The GM may approve
other animals as suitable mounts.
A samurai does not take an armor check penalty on Ride
checks while riding his mount. The mount is always
considered combat trained and begins play with Light
Armor Proficiency as a bonus feat. A samurai’s mount does
not gain the sharp spells special ability.
A samurai’s bond with his mount is strong, with the pair
learning to anticipate each other’s moods and moves. Should
a samurai’s mount die, the samurai may find another mount
to serve him after 1 week of mourning. The new mount does
not gain the link, evasion, devotion, or improved evasion
special abilities until the next time the samurai gains a level.
The second type of gift allows the samurai to gain a special
weapon or set of weapons known as a Daisho. A samurai who
selects this type of gift begins play with both katana and
wakizashi at no cost. A samurai also has the choice of gaining
a naginata or longbow instead. These weapons are always of
masterwork quality but are not made of any special material.
If a samurai chooses a weapon of his Daisho at 3rd level for
the purposes of the weapon expertise ability, he gains a +1
bonus on attack and damage rolls with that weapon
beginning at 5th level. Every five levels thereafter (10th,
15th, and 20th), this bonus increases by +1. This bonus does
not apply to any weapon not belonging to his Daisho.
Should a weapon of his Daisho become broken, a samurai
suffers a -1 penalty to all attack and damage rolls he makes with
that or any other weapon (these penalties are in addition to
the penalties suffered for wielding a weapon with the broken
condition) until that weapon is repaired. Furthermore, should
a weapon of his Daisho become lost or destroyed, a samurai
instead suffers a -2 penalty on all attack and damage rolls.
This penalty lasts until the samurai replaces that weapon by
purchasing another weapon of the same type costing 200 gp
per samurai level. This weapon is also of masterwork quality
but still no special material and does not gain bonuses on
attack and damage rolls until the samurai spends 8 hours
practicing with it to perfect its usage. These hours need not
be consecutive, but must be in 2 hour intervals after which
a samurai is fatigued for 1 hour for every 2 hours of practice.
Combat Style (Ex): At 4th level, a samurai must select one
of four combat styles to pursue (with the last style having
two sub-styles): mounted archer, mounted charger,
jujutsuka, and kenjutsuka (one sword style or two sword
style). The sumurai’s expertise manifests in the form of
special abilities or bonus feats granted to him at 4th, 5th,
and 14th level.
Mounted Archer: At 4th level, a mounted archer becomes
skilled at firing ranged weapons while mounted. A samurai
gains Mounted Archery as a bonus feat, even if he does not
meet the prerequisites.
Banner: At 5th level, a mounted archer’s banner becomes
a symbol of inspiration to his allies and companions. As
long as the samurai’s banner is clearly visible, all allies
within 60 feet receive a +2 morale bonus on saving throws
against fear and a +1 morale bonus on attack rolls made as
part of a charge. At 10th level, and every five levels
thereafter, these bonuses increase by +1. The banner must
be at least Small or larger and must be carried or displayed
by the samurai or his mount to function.
Greater Mounted Archer: At 14th level, a mounted archer’s
skill at firing ranged weapons while mounted becomes even
greater. He no longer suffers any penalty for using ranged
weapons while his mount is taking a double move and the
penalty for attacking with a ranged weapon while his mount
is running is reduced to -2.
Mounted Charger: At 4th level, a samurai learns to make
powerful attacks when his mount charges passed his enemy.
The samurai gains Ride-By Attack as a bonus feat, even if
he does not meet the prerequisites. In addition, whenever he
gains the benefits of the Ride-By Attack feat, any katana or
naginata he wields deals double damage.
Banner: At 5th level, a mounted charger’s banner becomes
a symbol of inspiration to his allies and companions. As
long as the samurai’s banner is clearly visible, all allies
within 60 feet receive a +2 morale bonus on saving throws
against fear and a +1 morale bonus on attack rolls made as
part of a charge. At 10th level, and every five levels
thereafter, these bonuses increase by +1. The banner must
be at least Small or larger and must be carried or displayed
by the samurai or his mount to function.
Greater Mounted Charger: At 14th level, a mounted
charger gains Spirited Charge as a bonus feat, even if he
does not meet the prerequisites. In addition, when gaining
the benefits of both Ride-By Attack and Spirited Charge,
any katana or naginata he wields deals triple damage.
Kenjutsuka (One Sword Style): At 4th level, a kenjutsuka
of the one sword style gains Power Attack as a bonus feat,
even if he does not meet the prerequisites.
Improved One Sword Style: At 5th level, a kenjutsuka of
the one sword style gains Furious Focus as a bonus feat,
even if he does not meet the prerequisites.
Greater One Sword Style: At 14th level, a kenjutsuka of
the one sword style gains Dreadful Carnage as a bonus feat,
even if he does not meet the prerequisites.
Kenjutsuka (Two Sword Style): At 4th level, a kenjutsuka
of the two sword style gains Two-Weapon Fighting as a
bonus feat, even if he does not meet the prerequisites.
Improved Two Sword Style: At 5th level, a kenjutsuka of
the two sword style gains Double Slice as a bonus feat,
even if he does not meet the prerequisites.
Greater Two Sword Style: At 14th level, a kenjutsuka of
The two sword style gains Two-Weapon Rend as a bonus
feat, even if he does not meet the prerequisites.
Jujutsuka: At 4th level, a jujutsuka gains Improved Grapple
as a bonus feat, even if he does not meet the prerequisites.
Improved Jujutsu: At 5th level, whenever a jujutsuka
successfully grapples an opponent, he may make a trip
attempt as a move action. This trip attempt does not
provoke attacks of opportunity. A samurai who trips his
opponent in this way still maintains a grapple on them even
after they are knocked prone. In addition, so long as he
maintains the grapple, the jujutsuka may make a trip
attempt as an immediate action any time his opponent tries
to stand up from the prone. If successful, they remain
prone. This does not provoke attacks of opportunity.
Greater Jujutsu: At 14th level, as a full-round action, a
jujutsuka may make a grapple check to attempt to pin a
prone opponent they have successfully maintained in a
grapple. If successful, their opponent is considered helpless
and the jujutsuka may make a coup de grace as a swift
action using a light or one-handed weapon.