Actions

Dual Wielding Sphere

From Titan's Teeth

Main > Combat > Martial Spheres > Dual Wielding Sphere

Dual Wielding.png

Dual wielders train in ambidextrous techniques that allow them to wield double weapons or two weapons simultaneously. Whether blending sword and dagger or spinning a double-bladed sword through a dazzling attack routine, few warriors are as awesome to behold as practitioners of the Dual Wielding sphere.

Associated Feat: Two-Weapon Fighting.

All practitioners of the Dual Wielding sphere gain the following ability:

Dual Attack

Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand as a free action, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack.

Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty.


Base Talents

Dual Wielding Talents (Attack)

Balanced Blows

Reduce the penalties for attacking with your dual attack ability by 1/2 (minimum -1).

Perfect Set-Up

As long as you have martial focus, as part of an attack action you may make a touch attack with your main-hand weapon which deals only the weapon’s damage die.

If this attack is successful, the next attack you make with your off-hand weapon gains a +2 bonus to its damage roll and targets the creature’s flat-footed AC (the target is not actually flat-footed for this attack), ignoring cover or concealment as long as that attack is made before the end of your next round.

For every 4 points of base attack bonus you possess, this bonus damage increases by +2.

Tandem Offensive

As long as you have martial focus, if you successfully use the attack action to strike a creature with your main-hand weapon, your off-hand weapon gains any enhancement bonus your main-hand weapon possesses until the beginning of your next turn, replacing any enhancement bonuses your off-hand may possess.

At +10 base attack bonus, your off-hand weapon is also treated as though it were made of the same material as your main-hand weapon for the purposes of penetrating damage reduction.

Dual Wielding Talents (Damage and Effects)

Asynchronous Swing

As long as you have martial focus, whenever you wield two different types of weapons, both deal the same weapon damage die (chosen by you). You may also combine the damage types (bludgeoning, piercing, or slashing only) of each weapon, causing each weapon to deal both weapons’ damage types.

Critical Follow Up

Whenever you successfully use the attack action to strike a creature with your main-hand weapon, the critical threat range of your off-hand weapon increases by 1 (this stacks with other effects which would increase your critical threat range, but is applied last) until the beginning of your next turn.

When your base attack bonus is +10 or higher, your off-hand weapon’s critical threat range instead increases by 2.

Crushing Combo

Whenever you use the attack action to attack while wielding two weapons, you can expend your martial focus to deal additional damage with all attacks you make equal to the weapon damage die of your offhand weapon (if you possess multiple offhand weapons, you must select 1 to use with this talent) until the end of your turn.

This bonus damage is not increased by the Vital Strike feat or critical hits.

Defensive Whirl

Whenever you use the attack action and successfully strike a single creature with both your main-hand and off-hand weapons before the beginning of your next turn, that creature takes a -1 penalty to all attack rolls against you for 1 round.

For every 5 points of base attack bonus you possess, this penalty increases by an additional -1.

Drumroll

Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons before the start of your next turn, that creature gains the battered condition and takes a -2 penalty on all attacks of opportunity they make until the end of your next turn.

At +10 base attack bonus, this talent’s effects last for an additional round and the penalty on attacks of opportunity increases to -3.

Dizzying Combination

Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons before the start of your next turn, that creature must make a successful Reflex save or take a -2 penalty on Reflex saves and have all movement speeds they possessed reduced by 10 ft. (minimum 0 ft.) for 1 minute.

At +10 base attack bonus, this penalty is doubled. Any action that would remove the battered condition also ends this penalty.


Dual Wielding Talents (Combat Maneuvers)

Combo Maneuvers

You may activate your dual attack ability off of a bull rush, dirty trick, drag, reposition, or steal combat maneuver made as a standard action. You suffer your dual attack penalty to your CMB for this maneuver as well as to the off-hand attack, and may make the off-hand attack before or after you perform the maneuver.

Cunning Combo

Whenever you use your dual attack ability, you may forgo making an off-hand attack to instead use that weapon to make a feint morale maneuver. You may make this feint check before or after your main hand attack. Your main hand attack and feint maneuver both suffer the penalty from using dual attack.

High-Low Combination

Whenever you use dual attack and successfully strike a creature with your main-hand weapon, you may forgo your off-hand weapon attack to make a trip attempt against the target of your main-hand attack without provoking an attack of opportunity (if you use a ranged weapon to make this trip attempt, the creature must be within 30 ft.).

Repositioning Routine

Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons before the start of your next turn, you can attempt a reposition combat maneuver against the target of the attacks as a free action which does not provoke attacks of opportunity.

If the creature is not within your natural reach, you may attempt this reposition combat maneuver with a -2 penalty as long as that creature is within the first range increment of a ranged weapon you wield, although doing so requires you to expend a piece of ammunition or throw a weapon to do so.

Strategic Set-Up

Whenever you use dual attack and successfully damage a creature with your main-hand weapon, if you attempt a combat maneuver check against that same creature in place of your offhand attack, treat yourself as if you were 1 size category larger than you are when calculating your combat maneuver bonus and your ability to affected that target.

For every 5 points of base attack bonus you possess, you are treated as an additional size larger.


Dual Wielding Talents (Extra Attacks)

Dual Opportunity

Once per round when you make an attack of opportunity, you can make an additional attack with your off-hand weapon. Both of these attacks suffer penalties as if you were making a dual attack.

Following Strike

Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons before the start of your next turn, you can make an additional attack with your off-hand weapon against a different creature as a free action.

Synchronous Accuracy

Whenever you miss an attack with your main hand weapon, you may expend your martial focus as an immediate action to make an additional attack with your off-hand weapon.

This effect lasts until the start of your next turn, allowing you to make an off-hand attack whenever you miss with an attack made with your main hand weapon.


Dual Wielding Talents (Ranged)

Impossible Reload

You can reload without needing a free hand. In addition, you treat ranged weapons you are wielding which can be wielded in one hand as light weapons for the purpose of determining what penalties you take while fighting with two weapons.

Mixed Assault

Whenever you wield a melee weapon in one hand and a ranged weapon in the other, you don’t provoke attacks of opportunity from firing or reloading while threatened.

If you successfully attack two different creatures more than 5 ft. apart from each other in the same round you make an attack using the attack action, you gain a +2 circumstance bonus on damage rolls against each creature until the end of your next turn.

For every 5 base attack bonus you have, this bonus increases by +2.

Mixed Defense

Whenever you wield a melee weapon in one hand and a ranged weapon in the other, you may forgo your ranged attack when using the dual attack ability. If you do so, until your next turn, you may spend an attack of opportunity to make a ranged attack against an opponent attempting to attack you in melee.

If your ranged attack hits, you gain a +2 dodge bonus to AC against that opponent and a +2 circumstance bonus to attack rolls against that opponent until the end of your next turn. Both the melee weapon attack and the ranged attack suffer the attack penalty from dual attack as normal, and the ranged attack must be made with the same ranged weapon wielded during the dual attack.

Dual Wielding Talents (Other)

Dancing Display

Whenever you successfully make an attack with a weapon wielded in one hand in the same round you make an attack action (including the attack action itself), you can move 5 ft. as a free action; this movement doesn’t provoke attacks of opportunity from the creature attacked. You cannot move in this way if you haven’t made an attack action yet that round.

You can also use an attack roll in place of a Perform (dance) check in order to make money.

At +10 base attack bonus, you can instead move 10 ft., and you may roll twice for the attack roll used in place of a Perform (dance) check, taking the better result.

Focusing Defense

You may spend a move action to regain your martial focus and gain a +1 circumstance bonus to your AC and CMD for 1 round.

At +10 base attack bonus, this bonus increases to +2.

Mercurial Flow

You deal your full Strength modifier to damage on attacks made with your off-hand attack instead of half.

You may treat off-hand attacks as though they were made with your main hand for the purpose of Power Attack or similar abilities.

Associated Feat: Dual Slice.

Paired Proficiency

Each combat feat, class feature, or combat talent which would apply to your main hand weapon also applies to your off-hand weapon, unless it would be an illegal choice (such as applying a talent to a melee attack that only may be used with ranged attacks or applying a feat that requires a specific type of weapon on a weapon that does not meet these prerequisites).

At +10 base attack bonus, combat feats, class features, or combat talents which would apply to your off-hand weapon also applies to your main hand weapon, unless they would also be an illegal choice. The only exception to this is special attack actions, such as brutal strikes, barrages, and deadly shots, which are not applied to the off-hand weapon.


Advanced Talents

Dual Wielding Talents (Damage and Effects)

Cyclone Cut

Prerequisites: Base attack bonus +5.

While wielding two weapons, as a standard action you expend your martial focus to twirl the two weapons with enough force to create a damaging cyclone of air. Each creature within 10 ft. of you must takes damage equal to your weapon damage for both your primary and one of your off-hand attacks. A successful Reflex save reduces this damage by half.

For every 5 additional base attack bonus you possess, you may increase the radius by an additional 5 ft.


Dual Wielding Talents (Extra Attacks)

Three-Sword Style

Prerequisites: Base attack bonus +6.

You gain the ability to wield a sword in your teeth, treating your mouth as an additional hand that can only be used to wield a one-handed or light weapon. While wielding a weapon in this manner, you suffer a 50% spell failure chance to cast any spell with a verbal component, or increase any existing spell failure chance for spells with verbal components by 50%.

In addition, whenever you make a dual attack, you may make an additional off-hand attack with the weapon wielded in your mouth as an immediate action.

Triangle Slash

Prerequisites: Three-Sword Style, base attack bonus +16.

When making a dual attack, you may expend your martial focus and forego any extra attacks that you might otherwise be able to make during your turn to treat each attack as an attack action.

This means that each of the three attacks may be modified by feats such as Vital Strike, but cannot trigger any additional attacks, such as combat maneuvers added by talents when making an attack action normally.

Drawbacks

Sphere-specific drawbacks must be chosen when a practitioner first gains the associated sphere, and grant the practitioner an extra combat talent in the prerequisite sphere.

Drawbacks may be removed in place of gaining a new talent through your class progression or by taking the Extra Combat Talent feat. You cannot gain multiple drawbacks that remove or augment the same ability.

Guarded Shooter

You do not gain the dual attack ability. You gain Mixed Assault with this drawback.

Versatile Weapon-Wielder

You do not gain the dual attack ability. You gain Paired Proficiency with this drawback.


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