Duo
Table of Contents
- Class Features
- Weapon and Armor Proficiency
- Dichotomy
- Sidebar: Individual vs. Duo
- Relationship Tokens
- Two-Of-A-Kind
- Spells
- Teamwork Feat (Ex)
- Telepathy (Su)
- Personal Traits (Ex)
- Syzygy (Ex)
- Dichotomies
- Yin and Yang (Dichotomy)
- Yin (1st Level)
- Yang (1st Level)
- Darkness of the Moon (6th Level)
- Light of the Sun (6th Level)
- Eternal Avoidance (11th Level)
- Eternal Activity (11th Level)
- Soft Path (16th Level)
- Hard Way (16th Level)
- Law and Chaos (Dichotomy)
- Lawful (1st Level)
- Chaotic (1st Level)
- Contain and Detain Style (6th Level)
- Unorthodox Fighting Style (6th Level)
- Stalwart (11th Level)
- Improved Evasion (11th Level)
- Total Restriction (16th Level)
- Total Freedom (16th Level)
- Body and Mind (Dichotomy)
- Warrior of the Body (1st Level)
- Warrior of the Mind (1st Level)
- Strengthen Spell (6th Level)
- Guide Strike (6th Level)
- Spell’s Shield (11th Level)
- Body’s Guard (11th Level)
- Essence of Combat (16th Level)
- Essence of Magic (16th Level)
- Fire and Ice (Dichotomy)
- Burning Heart (1st Level)
- Icy Heart (1st Level)
- Drake of War (6th Level)
- Polar Tyrant (6th Level)
- Fire Barrier (11th Level)
- Cold Barrier (11th Level)
- Fire Eater (16th Level)
- Glacial Appetite (16th Level)
- Heaven and Earth (Dichotomy)
- Heavenly Scholar (1st Level)
- Noble Layman (1st Level)
- Wings of Heaven (6th Level)
- Mountain Stance (6th Level)
- Heavenly Compassion (11th Level)
- Earthly Sacrifice (11th Level)
- Heavenly Providence (16th Level)
- Earth’s Mantle (16th Level)
- Duo Personal Traits
A duo’s power lies not just in the power of their individual components but in their relationship with each other. This relationship, a supernatural bond of some form, empowers them to do the impossible. Some are bound by the wiles of yin and yang, others drawn together to embody long-dead opposing deities, a cursed fate, cosmic forces, or even simple destiny. This bond, tangible and all-consuming in their lives, is both their greatest strength and their greatest weakness - for without one the other will fall.
Duos are comprised of either extremely similar or extremely dissimilar characters. Their literal relationship is often an expression of the nature of their bond. If they are two similar characters their bond often represents unity amongst similar things - empowering a single ideal to make it ever stronger.
These pairs are often made up of related characters; they can be siblings, twins, compatible souls, relatives, etc., but this is not always the case. When the opposite is true the bond manifested is a representation of the meeting of two opposing concepts or forces (the union of dark and light, an unstoppable force and an immovable object, yin and yang, brain and brawn, opposed elements, etc.) to produce a synthesis of the two.
Duos are chosen, not trained. Their bond is often preordained, thrust upon them, or in some way beyond their control. This bond is almost always part of a larger cosmic level power source - be it the nature of the elements, deities fighting, etc.
Hit Dice: D10.
Playing This Class: A duo class is not a traditional class. It requires two characters to both select the duo class and declare each other their partner. They build their characters independent of each other, though they must declare each other as their “partner” via their partner class feature.
Role: Duos are coordinated fighters, able to survive easily on the front line. Their main strength comes from their ability to fight in a coordinated fashion. A duo’s dichotomy will largely define how they interact with the world and what kinds of roles they will adopt during combat. Duos should have a respectable Charisma score (as it defines most of their abilities) and either a good Dexterity or Strength score (depending on their preferred style of fighting).
Alignment: Any
Starting Wealth: 3d6 × 10 gp (average 105gp.). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The duo’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (geography) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Survival (Wis)
Skill Ranks per Level: 4 + Int modifier.
Class Features
Table: The Duo| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Dichotomy, relationship tokens, two-of-a-kind |
| 2nd | +1 | +0 | +0 | +3 | Teamwork feat |
| 3rd | +2 | +1 | +1 | +3 | Telepathy (1 mile) |
| 4th | +3 | +1 | +1 | +4 | Personal trait |
| 5th | +3 | +1 | +1 | +4 | Teamwork feat |
| 6th | +4 | +2 | +2 | +5 | Dichotomy |
| 7th | +5 | +2 | +2 | +5 | Personal trait |
| 8th | +6/+1 | +2 | +2 | +6 | Teamwork feat |
| 9th | +6/+1 | +3 | +3 | +6 | - |
| 10th | +7/+2 | +3 | +3 | +7 | Personal trait |
| 11th | +8/+3 | +3 | +3 | +7 | Dichotomy, teamwork feat |
| 12th | +9/+4 | +4 | +4 | +8 | - |
| 13th | +9/+4 | +4 | +4 | +8 | Personal trait |
| 14th | +10/+5 | +4 | +4 | +9 | Teamwork feat |
| 15th | +11/+6/+1 | +5 | +5 | +9 | Telepathy (planar) |
| 16th | +12/+7/+2 | +5 | +5 | +10 | Dichotomy, personal trait |
| 17th | +12/+7/+2 | +5 | +5 | +10 | Teamwork feat |
| 18th | +13/+8/+3 | +6 | +6 | +11 | - |
| 19th | +14/+9/+4 | +6 | +6 | +11 | Personal trait |
| 20th | +15/+10/+5 | +6 | +6 | +12 | Syzygy, teamwork feat |
The following are the class features of the duo.
Weapon and Armor Proficiency
The duo is proficient in all simple weapons, light armor, medium armor, and shields (except tower shields).
Dichotomy
At 1st level, the individuals playing the duo jointly select a dichotomy to represent the relationship between their two characters. Separated they are disparate parts but together they represent harmony. Both individuals gain a benefit from their chosen dichotomy at 1st, 6th, 11th, and 16th level.
A complete list of dichotomies and their benefits can be found later in this class.
Sidebar: Individual vs. Duo
When we refer to an “individual” we are referring to a single member of the duo. When we are referring to the “duo”, we are referring to both collectively. When we are referring to the other member of an individual’s duo, we call them their “partner”.
Relationship Tokens
Each role in a dichotomy has a way for a member of the duo to gain “tokens”. These tokens are an abstraction but represent a character playing their part in the dichotomy; helping achieve harmony between the two. Each individual can hold a maximum number of tokens equal to 3 + their character level at a time. Tokens disappear after 1 minute if not used. An individual cannot gain more than 1 token per round but can spend as many as applicable.
Tokens can be used in various ways, often defined by their dichotomies, but any duo can use them in the following ways:
- Aid: When attempting an aid another check on their partner the individual gains a +4 morale bonus if they spend 1 token as a free action.
- Team Attack: When their partner is making an attack roll an individual can spend 1 token to grant their partner a morale bonus on attack and damage rolls on that attack roll equal to 1/4th their level (minimum 1).
An individual always gains a token if they score a critical hit in the presence of their partner.
Two-Of-A-Kind
For the purpose of meeting prerequisites for feats both individuals count their collective abilities together. When both individuals have ranks in a skill, use the higher of the two ranks.
Example: If a feat required that a creature have 5 ranks in Survival and 5 ranks in Perform and one individual meets the Survival prerequisite but not the Perform one while their partner has the necessary ranks in Perform they both qualify for the feat.
Spells
A duo casts arcane spells drawn from the duo spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a duo must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a duo’s spell is 10 + the spell level + the duo’s Charisma modifier.
Like other spellcasters, a duo can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Duo. In addition, they receive bonus spells per day if they have a high Charisma score (using the higher of their two Charisma scores).
Unlike other spellcasters both individuals draw from the same daily spell allotment. They also know all the same spells, except when their dichotomy gives them spells specific to their roles. An individual cannot cast a spell granted by their partner’s dichotomy.
The duo’s selection of spells is extremely limited. A duo begins play knowing four 0-level spells and two 1st-level spells of the duo’s choice. At each new duo level, they gain one or more new spells, as indicated on Table: Duo Spells Known. (Unlike spells per day, the number of spells a duo knows is not affected by their Charisma score (See Table: Ability Modifiers and Bonus Spells in the Pathfinder Core Rulebook).
Upon reaching 5th level, and at every third duo level after that (8th, 11th, and so on), a duo can choose to learn a new spell in place of one they already know. In effect, the duo “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level duo spell the duo can cast. A duo may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
A duo need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.
Table: Duo Spells Per Day| Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|
| 1st | 2 | - | - | - | - | - |
| 2nd | 3 | - | - | - | - | - |
| 3rd | 5 | - | - | - | - | - |
| 4th | 5 | 2 | - | - | - | - |
| 5th | 6 | 3 | - | - | - | - |
| 6th | 6 | 5 | - | - | - | - |
| 7th | 6 | 5 | 2 | - | - | - |
| 8th | 6 | 6 | 3 | - | - | - |
| 9th | 8 | 6 | 5 | - | - | - |
| 10th | 8 | 6 | 5 | 2 | - | - |
| 11th | 8 | 6 | 6 | 3 | - | - |
| 12th | 8 | 8 | 6 | 5 | - | - |
| 13th | 8 | 8 | 6 | 5 | 2 | - |
| 14th | 8 | 8 | 6 | 6 | 3 | - |
| 15th | 8 | 8 | 8 | 6 | 5 | - |
| 16th | 8 | 8 | 8 | 6 | 5 | 2 |
| 17th | 8 | 8 | 8 | 6 | 6 | 3 |
| 18th | 8 | 8 | 8 | 8 | 6 | 5 |
| 19th | 8 | 8 | 8 | 8 | 8 | 6 |
| 20th | 8 | 8 | 8 | 8 | 8 | 8 |
| Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|---|
| 1st | 4 | 2 | - | - | - | - | - |
| 2nd | 5 | 3 | - | - | - | - | - |
| 3rd | 6 | 4 | - | - | - | - | - |
| 4th | 6 | 4 | 2 | - | - | - | - |
| 5th | 6 | 4 | 3 | - | - | - | - |
| 6th | 6 | 4 | 4 | - | - | - | - |
| 7th | 6 | 5 | 4 | 2 | - | - | - |
| 8th | 6 | 5 | 4 | 3 | - | - | - |
| 9th | 6 | 5 | 4 | 4 | - | - | - |
| 10th | 6 | 5 | 5 | 4 | 2 | - | - |
| 11th | 6 | 6 | 5 | 4 | 3 | - | - |
| 12th | 6 | 6 | 5 | 4 | 4 | - | - |
| 13th | 6 | 6 | 5 | 5 | 4 | 2 | - |
| 14th | 6 | 6 | 6 | 5 | 4 | 3 | - |
| 15th | 6 | 6 | 6 | 5 | 4 | 4 | - |
| 16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
| 17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
| 18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
| 19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
| 20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
Teamwork Feat (Ex)
At 2nd level and every 3 levels thereafter, the duo gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. Only one individual needs to meet the prerequisites for the feat. Each member of the pair must agree to select the same teamwork feat.
Telepathy (Su)
At 3rd level the duo share a telepathic bond that allows them to communicate mentally with each other at a range of up to 1 mile.
At 15th level this telepathic bond is no longer restricted by range and they can even communicate with each other across planes of existence.
Personal Traits (Ex)
While each member of a duo is largely defined by their relationship to their other half, they still grow in their own way. These strides they make in the expression of their own identities manifest as powers unique to them. While other aspects of the duo class must be chosen with their consent of their partner, personal traits are chosen by the individual. A complete list of personal traits can be found later in this class.
Syzygy (Ex)
At 20th, whenever the individual gains a token their partner does as well.
Dichotomies
Yin and Yang (Dichotomy)
A duo representing yin and yang represent philosophical oppositions. War and peace, dominance and subservience, using force and giving way, hard and soft, directness and subtlety, action and inaction. One of the pair must select yin and the other yang.
Tokens (Yin): The yin gains 1 token at the end of their turn if on their turn they:
- Dealt non-lethal damage to an enemy
- Improved the attitude of a creature towards her by at least one step.
Tokens (Yang): The yang gains 1 token at the end of their turn if on their turn they:
- Dealt lethal damage to an enemy.
- Successfully demoralized an enemy creature.
Bonus Spells (Yin): Charm Person (1st), Sleep (1st), Suggestion (1st), Darkness (2nd), Hold Person (2nd), Deeper Darkness (3rd), Slow (3rd), Charm Monster (4th), Hold Monster (4th), Mass Charm Person (4th), Dominate Person (5th), Mass Charm Monster (6th), Mass Hold Person (6th)
Bonus Spells (Yang): Magic Weapon (1st), Rage (2nd), Magic Vestment (3rd), Greater Magic Weapon (4th), Resounding Blow (5th), Flame Strike (6th)
Yin (1st Level)
The yin gains an insight bonus on Diplomacy, Bluff, and Sense Motive equal to 1/2 their duo level (minimum +1). In addition, the yin gains a bonus on all attack rolls equal to their Charisma modifier to a maximum of their level.
Yang (1st Level)
The yang gains an insight bonus on Intimidate and Sense Motive equal to 1/2 their duo level (minimum +1). In addition, the yang gains a bonus on all damage rolls equal to their Charisma modifier to a maximum of their level.
Darkness of the Moon (6th Level)
The yang gains darkvision 60 feet or +60 feet if they have it already from another source. This darkvision can see through magically created darkness (as from a darkness or deeper darkness spell) as if it were normal darkness.
Light of the Sun (6th Level)
The yang gains blindsense 15 feet.
Eternal Avoidance (11th Level)
As a swift action, the yin can disappear for 1 round per level by expending 1 token. This ability functions as greater invisibility.
Eternal Activity (11th Level)
The yang may, by expending 1 token, grant themselves the benefits of a haste spell until the start of their next turn. This may be done as a free action at the start of his turn.
Soft Path (16th Level)
The first time per turn a creature is struck by a yin, they must make a Will save (DC 10 + 1/2 duo level + yin’s Charisma modifier) or be subject to a slow spell.
Hard Way (16th Level)
The yang is considered to be under a permanent haste spell.
Law and Chaos (Dichotomy)
One is free of spirit and creative but unfocused and unintentionally destructive. The other is fair and focused but rigid and dogmatic. The interplay between law and chaos duo is often frustrating for both but when they unite they become something that possesses all the best parts of each of them. One individual must be of a lawful alignment and select the lawful role while the other must be of a chaotic alignment and take the chaotic role.
Tokens (Law): The lawful gains 1 token at the end of their turn if on their turn they:
- Dealt damage to a chaotically-aligned creature.
- Caused a creature to gain the entangled, fatigued, grappled, paralyzed, petrified, shaken, or staggered condition.
Tokens (Chaos): The chaotic gains 1 token at the end of their turn if on their turn they:
- Dealt damage to a lawful-aligned creature.
- Caused a creature to gain the blinded, confused, dazzled, fascinated, nauseated, prone, or sickened.
Bonus Spells (Law): Comprehend Languages (1st), Align Weapon (law only) (2nd), Arrow of Law (2nd), Corruption Resistance (2nd), Magic Circle against Chaos (3rd), Order’s Wrath (4th), Dispel Chaos (5th), Dictum (6th)
Bonus Spells (Chaos): Protection From Law (1st), Align Weapon (chaos only) (2nd), Corruption Resistance (2nd), Magic Circle against Law (3rd), Chaos Hammer (4th), Dispel Law (5th), Animate Objects (6th)
Lawful (1st Level)
The lawful gains an insight bonus on Appraise, Intimidate, and Sense Motive equal to 1/2 their duo level (minimum +1). In addition, the lawful gains a bonus on all combat maneuver checks equal to their Charisma modifier (maximum of their level) and a morale bonus to their Fortitude save equal to their Charisma modifier (maximum of 1/2 their level, rounded up).
Chaotic (1st Level)
The chaotic gains an insight bonus on Bluff, Escape Artist, and Sleight of Hand equal to 1/2 their duo level (minimum +1).
In addition, the chaotic gains a bonus on all combat maneuvers checks equal to their Charisma modifier (maximum of their level) and a morale bonus to their Reflex save equal to their Charisma modifier (maximum of 1/2 their level, rounded up).
Contain and Detain Style (6th Level)
The lawful gains the Improved Grapple feat even if they do not normally qualify for it. Additionally, they may spend 1 token to deal 1/2 their duo level in force damage to a non-lawful creature they are grappling. Finally, as a swift action the lawful can spend 1 token to tell a creature’s alignment on the law/chaos axis so long as they are within 30 feet.
Unorthodox Fighting Style (6th Level)
The chaotic gains the Improved Dirty Trick feat even if they do not normally qualify for it. Additionally, they may spend 1 token to inflict a -2 penalty on all saves for 1d4 rounds against a non-chaotic creature that has just failed a save against their dirty trick attempt. Finally, as a swift action the lawful can spend 1 token to tell a creature’s alignment on the law/chaos axis so long as they are within 30 feet.
Stalwart (11th Level)
If the lawful makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, they instead avoid the effect entirely. This ability can only be used if the lawful is wearing light armor, medium armor, or no armor. A helpless individual does not gain the benefit of the stalwart ability.
Improved Evasion (11th Level)
This works like the evasion class feature of the rogue, except that while the chaotic still takes no damage on a successful Reflex saving throw against attacks, they henceforth takes only half damage on a failed save. A helpless individual does not gain the benefit of improved evasion.
(Note: The chaotic does not gain the evasion class feature prior to this.)
Total Restriction (16th Level)
The first time per turn a creature is struck by the lawful, they must make a Will save (DC 10 + 1/2 duo level + lawful’s Charisma modifier) or be subject to a hold monster spell for 1 turn.
Total Freedom (16th Level)
The chaotic is considered to be under a permanent freedom of movement spell.
Body and Mind (Dichotomy)
Intensely grounded in the real world, a duo of body and mind may represent something as mundane as a crippled strategist and a heroic but short-sighted warrior. Alone they cannot exist but when fused, they reach the epitome of skill.
One individual must select body and the other mind.
Tokens (Body): The body gains 1 token at the end of their turn if on their turn they:
- Successfully dealt damage with a weapon.
- Failed a save against or were hit by a spell or spelllike ability.
Tokens (Mind): The mind gains 1 token at the end of their turn if on their turn they:
- Cast a spell.
- Were successfully dealt damage by a weapon or natural attack.
Bonus Spells (Body): None (See warrior of the body dichotomy feature)
Bonus Spells (Mind): At every odd level the mind adds 1 spell from the sorcerer/wizard spell list per level to their spell list. This must be of a spell level they can cast (using their duo level as their effective wizard level) and cannot be retrained or otherwise changed when the progress in level.
Warrior of the Body (1st Level)
Can’t cast spells but gains the base attack bonus of a fighter of a level equal to their duo level.
Warrior of the Mind (1st Level)
The mind gains 1 additional spell of their highest level per day.
Strengthen Spell (6th Level)
The body can spend 1 token as a free action when their partner casts a spell to grant a +2 morale bonus their partner’s Charisma modifier for the purpose of determining variables for a spell they are casting.
Guide Strike (6th Level)
The mind can spend 1 token as a free action when their partner threatens a critical hit with a weapon to grant them a +4 morale bonus on the roll to confirm the critical. This stacks with other abilities that add to a critical confirmation roll, such as Critical Focus.
Spell’s Shield (11th Level)
If the mind cast a spell on their last turn the body gains 1/2 the spells level (minimum 1) as a morale bonus to their AC until the start of the mind’s next turn.
Body’s Guard (11th Level)
If the body successfully hits an enemy the mind does not provoke an attack of opportunity from casting spells in the threatened area of that creature until the start of the body’s next turn.
Essence of Combat (16th Level)
The body gains an additional 2 hit points per duo level (including retroactively). This stacks with Toughness.
Essence of Magic (16th Level)
The mind gains +3 to the DC of all of their spells.
Fire and Ice (Dichotomy)
Fire is hot, passionate, and all-consuming. Ice is hard, crippling, and slowly conquering. The avatars of these elements, forced into an eternal stalemate with each other, must set aside their differences and achieve the elemental harmony they were born to forge. One individual must select fire and the other ice.
Note: This dichotomy may be modified to apply to any other opposing elements.
Tokens (Fire): A fire gains 1 token at the end of their turn if on their turn they:
- Dealt fire damage.
- Moved up to their base land speed or more.
Tokens (Ice): An ice gains 1 token at the end of their turn if on their turn they:
- Dealt cold damage.
- Did not move from their square.
Bonus Spells (Fire): Burning Hands (1st), Scorching Ray (2nd), Fireball (3rd), Fire Shield (warm only) (4th), Fire SnakeAPG (5th), SiroccoAPG (6th)
Bonus Spells (Ice): Icicle DaggerUM (1st), FrostfallUC (2nd), Sleet Storm (3rd), Fire Shield (cool only) (4th), Icy PrisonUM (5th), Ice Crystal TeleportUM (6th)
Burning Heart (1st Level)
The fire gains fire resistance 10 + their duo level but becomes vulnerable to cold damage (taking 1.5x normal damage from cold).
Icy Heart (1st Level)
The ice gains cold resistance 10 + their duo level but becomes vulnerable to fire damage (taking 1.5x normal damage from fire).
Drake of War (6th Level)
The fire can spend 1 token to cause all their attacks to gain the flaming property for 1 minute. In addition, when they cast a spell with the fire descriptor the DC increases by 1.
Polar Tyrant (6th Level)
The ice can spend 1 token to cause all their attack to gain the frost property for 1 minute. In addition, when they cast a spell with the cold descriptor the DC increases by 1.
Fire Barrier (11th Level)
When the ice takes fire damage the fire can spend 1 token as a free action to take the damage instead so long as the ice is within 100 feet. As the fire is the one taking the damage their fire resistances and immunities apply.
Cold Barrier (11th Level)
When the fire takes cold damage the fire can spend 1 token as a free action to take the damage instead so long as the fire is within 100 feet. As the ice is the one taking the damage their cold resistances and immunities apply.
Fire Eater (16th Level)
The fire becomes immune to fire damage, gaining half the damage they would have taken as temporary hit points that last for 1 minute.
Glacial Appetite (16th Level)
The cold becomes immune to cold damage, gaining half the damage they would have taken as temporary hit points that last for 1 minute.
Heaven and Earth (Dichotomy)
Heaven and earth, land and sky, wind and stone. The interplay between these two have fascinated philosophers and poets since time immemorial. The wind carves the land over eons but in the short run it can but blow feebly against a stone. Representatives of the sky and the earth have been bound to serve as the avatar of nature to fight on her behalf.
One individual must select heaven, representing nobility, the highborn, the abstract and noble, conceptual work, dreaming, and charity. The other must select earth, representing the literal, the mundane, the concrete, the common man, humility, economic-mindedness, and stability.
Tokens (Heaven)
The heaven gains 1 token at the end of their turn if on their turn they:
- Healed an allied creature.
- Successfully made a skill check that took at least a swift action.
Tokens (Earth): The earth gains 1 token at the end of their turn if on their turn they:
- Were healed by an ally.
- Took damage and remained above 0 hit points.
Bonus Spells (Heaven): Cure Light Wounds (1st), Cure Moderate Wounds (2nd), Gust of Wind (2nd), Cure Serious Wounds (3rd), Wind Wall (3rd), Air Walk (4th), Cure Critical Wounds (4th), Communal Air Walk (5th), Wind Walk (6th)
Bonus Spells (Earth): Mage Armor (1st), Stone Fist (1st), Binding Earth (2nd), Meld into Stone (3rd), Minor Creation (3rd), Earth Glide (4th), Stoneskin (4th), Major Creation (5th), Move Earth (6th)
Heavenly Scholar (1st Level)
The heaven gains a sacred bonus on Heal, Diplomacy, and Knowledge (nobility) equal to 1/2 their duo level (minimum +1). In addition, the heaven gains 1 additional skill point per level.
Noble Layman (1st Level)
The earth gains a sacred bonus on Handle Animal, Knowledge (geography), and Survival equal to 1/2 their duo level (minimum +1). In addition, the earth gains 1 additional hit point per level.
Wings of Heaven (6th Level)
The heaven gains a fly speed equal to their land speed with average maneuverability. In addition, when they cast a spell with the air descriptor the DC increases by 1.
Mountain Stance (6th Level)
The earth becomes immune to bull rush attempts and being knocked prone as they become so well grounded. In addition, when they cast a spell with the earth descriptor the DC increases by 1.
Heavenly Compassion (11th Level)
Any time the heaven is healed they can spend 1 token to grant the earth half the amount of healing they received as temporary hit points that last 1 minute.
Earthly Sacrifice (11th Level)
Any time the heaven takes damage the earth can spend 1 token to take any percentage of the damage they wish from the attack. If the attack that dealt the damage inflicts a negative condition, the earth takes that condition as well as heaven if they take some of the damage. If there is a save, they may attempt it. This cannot be used on attacks that do not deal damage.
Heavenly Providence (16th Level)
The heaven treats all skills as class skills and counts as if they had 2 ranks in every skill in which they have no ranks. (This means the bonus for having ranks in a class skill applies, they count as trained in the skill, etc.)
Earth’s Mantle (16th Level)
The earth gains DR 5/epic and Spell Resistance 11 + duo level.
Duo Personal Traits
- Clingy: If the individual begins their turn adjacent to their partner the individual gains a +1 morale bonus on all saves.
- Competitive: If the individual’s partner fails a skill check, the individual gets a +1/4th duo level bonus on that type of check until the end of their next turn.
- Empathic: The individual has gained a deeper understanding of their partner and can extend that to others. They gain a +1/4th duo level insight bonus on Sense Motive checks to ascertain the emotional state of others, telling if they are lying, or if they have been enchanted.
- Gang Up: While the individual is flanking a creature with their partner, they add any bonus provided by flanking to their damage rolls.
- Inclusive: The individual can designate one other creature who is friendly with both the individual and their partner. This creature now counts as the individual’s partner for the purpose of triggering personal trait and can benefit from dichotomy abilities that require an expenditure of tokens to use but could normally only be used on the individual’s partner. (Example: This third party could trigger the clingy personal trait and could benefit from a mind’s “spell’s shield” dichotomy ability as if that third party was “the body”.)
- Independent: If the individual begins their turn adjacent to their partner the individual adds +10 feet to their movement speed so long as they move away from their partner.
- Outgoing: The individual gains the Skill Focus feat in 2 Charisma-based skills of their choice. The skills must either be duo class skills or skills they gain a bonus on at 1st level from their dichotomy.
- Personal Spaceless: The individual can enter and occupy the same space as their partner. If the individual attacks from a space their partner occupies, they are considered flanking with their partner but the partner does not gain this benefit.
- Rival: The individual may spend 1 token on their partner’s turn as a free action to declare one roll their partner just made (after seeing the result) to be their “rival” roll. If the individual takes a similar action against the same DC and fails to beat their partner’s result, the individual can re-roll the dice but must take the new result.
- Territorial: The individual gains a bonus feat they qualify for that their partner doesn’t have. The individual must qualify for this feat without the use of their two-of-a-kind class feature. Their partner can’t ever select this particular feat. This personal trait can be taken multiple times.