Dual Wielding
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Spheres of Might
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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.

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, 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. Associated Feat: Two-Weapon Fighting


Dual Wielding Talents

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.

Balanced Blows

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

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.

Concentrated Breakdown [3PP]

Whenever you deal damage to a creature with two or more weapons in a single round, you can select either that creature’s natural armor bonus or damage reduction; reduce it by 2 (to a minimum of 0) for 1 minute or until that creature recovers hit points from any source. If you would be able to apply the effects of this talent to the same creature 2 or more times before its duration is over, you can either choose to reduce whichever target (natural armor or damage reduction) that you did not select before or increase the reduction by 1 as well as reset the duration. At +10 base attack bonus, whenever you apply the effects of this talent to a creature, if you select the same target (natural armor or damage reduction), the penalty is increased by 2 instead of 1.

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 as a swift action 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.

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 check. You may make this feint check before or after your main hand attack. Your main hand attack and feint check both suffer the penalty from using dual attack.

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.

Defensive Whirl

Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons, 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 Opportunity

Once per round when you make an attack of opportunity, you can make an additional attack with your off-hand weapon.

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.

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.

Gemini Dancer (stance) [3PP]

At the start of your turn, you can spend a swift action to use this talent. When you do, until the beginning of your next turn whenever you use the dual attack ability, if your attacks with your main hand or off hand weapon miss due to not hitting the creature’s armor class, as long as your attack was within 5 points of the creature’s armor class (if the creature’s AC was 25, this talent would trigger if your attack roll was 24 to 20), you still deal damage as though you had rolled the minimum result for the attack (if you miss with your off-hand attack which would normally deal 1d6+2 damage, you would still deal 3 damage); this talent is treated as dealing damage for abilities which rely on doing so, such as sneak attack. At +10 base attack bonus, you instead roll damage normally for this talent, dealing half of the damage it would have dealt. If you expend your martial focus while activating this talent, it instead lasts a number of rounds equal to your practitioner modifier.

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.).

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.

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: Double Slice.

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 [Apoc]

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.

Offhand Parry [3PP]

Whenever you are wielding two or more weapons, you can choose to use the dual attack ability (taking the attack penalty for doing so), but only make a single attack. If you do, once per round whenever a creature makes a melee attack against you, you can spend an attack of opportunity to make an attack roll as if you were making an attack of opportunity, but for each size category the attacking creature is larger than you, you take a –2 penalty on this roll. If your result is greater than the attacking creature’s result, the creature’s attack automatically misses. At base attack bonus +10, if you successfully force an attack to miss with this talent, you can make an attack against the creature who’s attack you forced to miss.

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.

Author's Note: This talent is designed to make it viable to use different types of weapons when dual wielding, rather than two copies of the same weapon. It does not allow additional actions, allow you to vital strike with both weapons, etc.

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.

Author's Note: Perfect Set-Up replaces the main-hand attack action with an attack which deals only your weapon's base damage dice. This attack is no longer treated as an attack action and cannot be modified by other effects such as Vital Strike or various attack action modifiers from other spheres (Duelist's blooded strike, Fencing's fatal thrust, etc.).

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).

Snapping Crab (stance) [Youxia HB]

While in this stance, whenever you miss a creature with a melee attack made as part of a dual attack, the first melee attack that creature makes against you until the beginning of your next turn provokes an attack of opportunity from you. You must make the attack of opportunity with a melee weapon you missed the creature with during your dual attack, and the attack suffers the same penalties as it did during the dual attack. You may not use this talent in conjunction with (deflect) talents or any other ability that would grant you an attack or combat maneuver due to a missed attack against you.

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

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.

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 mainhand 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.

Two In The Hand [Jester's HB]

Whenever you use dual attack and successfully strike a creature with your main-hand attack, you may increase your reach by +5 feet when making your off-hand attack. At +10 base attack bonus, your reach increases by +10 feet instead.


Legendary Talents

Cyclone Cut

Prerequisites: Dual Wielding sphere, 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 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.

Hurricane Twist [EO3]

Prerequisites: Dual Wielding sphere (Cyclone Cut), base attack bonus +10.

When using the Cyclone Cut talent, you may instead use it as a full-round action to twirl the weapons with such speed that you begin to form dangerous winds. Until the beginning of your next turn, you increase the Wind severity within the affected area by one step, plus an additional step for every 5 points of base attack bonus you possess beyond base attack bonus +10 (maximum wind severity 6); in addition to the normal effects of the talent. You are immune to the effects of the increased Wind severity caused when you use this talent.

Spinning Reflection (stance) [EO3]

Prerequisites: Dual Wielding sphere, base attack bonus +5.

While in this stance, you begin to spin your main-hand and off-hand weapons rapidly in front of you. Whenever a weapon attack roll is made against you (and you are aware of it), you may attempt to disrupt the attack before it can harm you. Unusually massive weapons and attacks generated by spell effects cannot be deflected in this way.

You can expend an attack of opportunity and make a melee attack roll with both your main-hand and off-hand weapons, both at your highest bonus (but suffering the penalties associated with dual attack to both attacks). If one result is greater than the attack roll total of the attack, the attack deals half damage, before applying damage reduction and similar abilities. If both results are greater than the attack, the attempted attack misses you completely.

Tandem Enchantment [EO3]

Prerequisites: Dual Wielding sphere (Tandem Offensive), base attack bonus +5.

As long as you have martial focus, your off-hand weapon gains all of the special weapon abilities and the enhancement bonus your main-hand possesses, replacing any enhancement bonuses or special weapon abilities your off-hand weapon may possess at the time. This does not allow your off-hand weapon to benefit from abilities that are not applicable to that weapon, and does not grant any other effects that your main-hand weapon possesses, such as the unique benefits of a holy avenger.

Three-Sword Style

Prerequisites: Dual Wielding sphere, 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: Dual Wielding sphere, 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.


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