I'm running a short campaign for a few friends while I'm visiting the other side of the country. One of my friends wanted a dance-related class, and Shadowdancer just wasn't cutting it. Cloaked Dancer from Complete Scoundrel sounded fun, but it wasn't. It was terrible.
So I made a dance-inspired class. It's currently being tested by my friend, but most of the people in my game are fairly new players, so I'd like a seasoned opinion on where the balance flaws are. Thanks.
Dancer
Name subject to change when I come up with one better
Hit Die: d6
Requirements:Skills: Perform (Dance) 8 ranks, Move Silently 5 ranks, Bluff 5 ranks
Feats: Dodge, Mobility
Class skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble, Use Rope
Skill Points Per Level: 6 + Int modifier
Class Chart
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Class Features | Dances/ Encounter |
1st | +0 | +0 | +2 | +0 | Dancing, Dancer's Deception | 1 |
2nd | +1 | +0 | +3 | +0 | Uncanny Dodge, Persuasive Dance | 2 |
3rd | +2 | +1 | +3 | +1 | Evasion, Cloak Dance | 2 |
4th | +3 | +1 | +4 | +1 | Natural Born Dancer, Dancer's Strike +2d6 | 3 |
5th | +3 | +1 | +4 | +1 | Body Over Mind | 3 |
6th | +4 | +2 | +5 | +2 | Improved Uncanny Dodge | 4 |
7th | +5 | +2 | +5 | +2 | Improved Cloak Dance | 4 |
8th | +6 | +2 | +6 | +2 | Improved Evasion | 5 |
9th | +6 | +3 | +6 | +3 | Dancer's Strike +4d6 | 5 |
10th | +7 | +3 | +7 | +3 | Perfect Body Over Mind | 6 |
Class Abilities
Weapon and Armor Proficiency: Dancers gain proficiency with daggers, saps, and sais. Dancers gain no proficiency with any armors or shields. A Dancer in medium or heavy armor or carrying more than a light load loses access to all class abilities.
Dances Known: At first level, a Dancer learns a number of Dances equal to 1 + his or her Cha modifier (minimum 1) at first level. At each new level, a Dancer learns one additional dance. At each level beyond first, a Dancer may trade out one dance currently known for another dance he or she currently qualifies for. To learn a Dance, a Dancer must have a number of ranks in Perform (Dance) as shown on the Dance description list.
Dancing: A Dancer may use a number of Dances per encounter as shown on the table above. She may refresh her Dances by taking five minutes to stretch and practice breathing exercises. The save DC for a Dance, if it allows for a save, is equal to 10 + 1/2 her Dancer level + Cha modifier. If a Dance requires concentration, much like concentrating on a spell, the Dancer must pass a skill check equal to 10 + damage dealt if she is injured while dancing or cease dancing. Unlike spellcasting, a Dancer uses Perform (dance) instead of Concentration for this check. A Dancer may normally maintain only one dance at a time, unless noted otherwise, and may not initiate a new Dance while performing one.
Dancer's Deception (Ex): At first level, a Dancer learns to master the subtle art of deception while dancing. While dancing, a Dancer gains a +4 circumstance bonus on Sleight of Hand checks.
Uncanny Dodge (Ex): Starting at second level, a Dancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Persuasive Dance (Ex): Beginning at second level, a Dancer may dance in place of talking when attempting a Diplomacy check. This ability follows all the rules for making a Diplomacy check, but the dancer uses Perform (dance) instead.
Evasion (Ex): At third level and higher, a Dancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless Dancer does not gain the benefit of evasion.
If a Dancer already has evasion from another class, she gains Improved Evasion (see below).
Cloak Dance (Ex): A Dancer gains Cloak Dance as a bonus feat, even if she does not meet the prerequisites for it -
You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.
If a Dancer already has Cloak Dance, she gains Improved Cloak Dance (see below).
Natural Born Dancer (Ex): A Dancer's body moves naturally to the rhythm at all time. If no music is playing, her body moves to the natural ebb and flow of the world around her. This ability allows the Dancer to take 10 on Climb, Balance, and Jump checks, even if she could not normally do so. In addition, a Dancer may use her Dexterity modifier in place of Strength for Climb checks.
Dancer's Strike (Ex): At fourth level, a Dancer has learned how to mix her martial prowess with her fluid dances. Whenever an enemy is subject to one of her Dances and has failed the save (if any), a Dancer does an additional 2d6 damage to that enemy while dancing. This damage increases to +4d6 at ninth level. This damage is of the same type as the damage inflicted (Slashing or Piercing for a dagger or Electric for for Rain Dance, etc).
Body Over Mind (Su): As long as a Dancer is not physically restrained, her body attempts to dance as an initial response to her mind being invaded. If you are affected by a [mind-affecting] charm, compulsion, or fear effect and fail your saving throw, you can attempt the save again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This ability only functions if the Dancer is not physically restrained from dancing.
Improved Uncanny Dodge (Ex): At 6th level, a Dancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the Dancer. A character with four more rogue levels than a Dancer has Dancer levels is still able to flank and sneak attack her.
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Improved Cloak Dance (Ex): You can take a swift action to gain concealment until your next turn. Alternatively, you can spend a standard action to entirely obscure your exact position, gaining total concealment until your next turn.
Improved Evasion (Ex): This ability, gained at 8th level, works like evasion (see above). A Dancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
Perfect Body Over Mind (Su): A Dancer's body is so naturally attuned to the art of the dance, that as long as she is conscious, her body continues to dance, even if ever so slightly. The constant, rhythmic motion of her dancing provides a Dancer the continual benefits of a Mind Blank spell for as long as she is conscious. A Dancer may drop or resume this ability as a free action, once per round.
New Feats
Dual Dancing
Prerequisites: Two Dancemaster Dances known
You may attempt to initiate a second dance while still maintaining a first dance. Doing so requires a Perform (dance) check equal to 15 + required ranks in Perform (dance) for the more difficult dance. If successful, you begin performing two dances at once. You may maintain both dances in subsequent rounds without additional checks by expending an action one higher on the scale (a move action instead of swift, standard instead of move, full-round instead of standard, etc).
In addition, if you are damaged while maintaining two Dances, you may make one Perform (Dance) check at 15 + damage dealt to maintain both dances or you may voluntarily cease one dance to automatically maintain a second dance. This decision must be made before you attempt the skill check.
Additional Dance Known
Prerequisites: Perform (dance) 12 ranks
When you take this feat, select one Dancemaster dance that you do not know and for which you meet the prerequisites. You have mastered that dance. You may use the dance once per encounter as a Dancemaster of 1/4 your level.
Special: If you have levels in Dancemaster, instead select two dances and add them to your dances known list. These Dances may not be switched out at higher levels like other Dances known (See the Dancemaster class feature - Dances Known).
Special: This feat may be taken multiple times.
Dances
Name | Perform Ranks | Action | Area | Save | Effect |
Resilient Dance | 8 | Standard | 30' | -- | All allies in range that have line of sight to you gain a morale bonus on saving throws equal to 1/3 of your Dancemaster levels (minimum 1). You may spend a swift action to maintain this dance up to 1 minute/level. Allies who leave the range but maintain line of sight to you retain the bonus. Allies who lose sight of you and then regain it will lose and then regain the bonus while they maintain line of sight. |
Warm-up Dances | 8 | Move | Self | -- | You gain a +2 competence bonus to Str/Dex when you perform this dance. You may spend a swift action to continue this dance for up to 1 round/level. Once you cease dancing, this bonus remains for a number of additional round equal to your Cha modifier (minimum 1). If you have the Body Over Mind class feature, the bonus increases to +4. If you have the Perfect Body Over Mind class feature, the bonus increases to +6, instead. |
Fluid Dance | 8 | Swift | Self | -- | You flow through battle with the most graceful dance. When you perform this dance, you do not provoke attacks of opportunity for movement this round. |
Dance Through Shadows | 8 | Swift | Self | -- | You must be within 10' of a shadow to perform this dance. You leap into the shadow and out of another shadow, as the dimension door spell, except you teleport 10' per Dancer level. |
Pole Dancing | 8 | Swift | Self | -- | This dance may be maintained for up to one minute per Dancemaster level. Doing so does requires a swift action each round. While performing this dance, the Dancemaster is treated as if under the effect of a spiderclimb spell. |
Dance of Aid | 9 | Full-Round | 5' | -- | This dance functions as the summon nature's ally or summon monster spell of a level equal to the Dancemaster's level -1. The ally appears adjacent to the Dancemaster and acts on her initiative. The ally remains as long as you spend a swift action each round to concentrate on the dance, to a maximum of 1 round/level or until destroyed. |
The Silent Dance | 9 | Move | 20' | -- | You may maintain this dance as a swift action for a number of rounds equal to your Dancemaster level + your Cha bonus (if any). While performing this dance, you and everything within 20' of you functions as if under a silence spell. |
Beguiling Dance | 10 | Standard | 30' | Will | All enemies within range must save or be dazed. You may spend a move action each additional round to continue the daze, up to a maximum of Con modifier rounds. This is an enchantment (compulsion), mind-affecting effect. An enemy may only be affected by this dance once in a 24-hour period. Any damage dealt to an enemy immediately frees them from the effect. |
Distracting Dance | 10 | Move | 15' | Will | Opponents in range must save or be flat-footed until the start of their next turn. |
Hypnotic Dancing | 10 | Standard | 10' | Will | This dance functions as the spell, suggestion, with a duration of one minute per Dancemaster level. |
Rain Dance | 10 | 1 Round | 60' | Ref | Upon completion of this dance, it begins to rain lightly and you may call down a 5' wide, 30' long bolt of lightning from the sky. This bolt strikes wherever you indicate, dealing 1d6 electric damage per Dancemaster level, save for half. Thereafter, you may maintain the dance by spending a swift action up to one round/level. You may call down a bolt of lightning as part of an attack. If you have iterative attacks, you may intersperse weapon attacks and bolts at your whim. |
Dance of Inspiration | 11 | Standard | 30' | -- | All allies in range that have line of sight to you gain a morale bonus on attack and damage rolles equal to 1/3 of your Dancemaster levels (minimum 1). You may spend a swift action to maintain this dance up to 1 minute/level. Allies who leave the range but maintain line of sight to you retain the bonus. Allies who lose sight of you and then regain it will lose and then regain the bonus while they maintain line of sight. |
Delaying Dance | 11 | Standard | 30' | Will | Enemies within range that fail a save must Delay (see special combat actions) until the initiative count directly before the Dancemaster takes her next turn. If an enemy is damaged by an attack while delaying, the effect ends and he may take his turn on that initiative count. |
Wearying Dance | 12 | Standard | 30' | Will | All enemies within range must save or be fatigued. You may spend a move action each additional round to continue the fatigue, up to a maximum of Con modifier rounds. This is an enchantment (compulsion) effect. An enemy already fatigued is exhausted instead. |
Jittery Dance | 12 | Immediate | Self | -- | When you perform this sudden, erratic dance, you attempt to avoid an attack. When an attack would hit you, you may attempt to dance out of the way. Make a Perform (dance) check. The result becomes your effective AC against the incoming attack. This dance may be performed after an attack roll is made but before damage is dealt. |
Erratic Motion | 13 | Standard | 15' | Will | All creatures within 15' of the Dancemaster that can see her perform this dance must save or be confused, as the confusion spell. She may maintain this dance as a swift action up to one round/level. The effect remains for a number of additional rounds equal to a Dancemaster's Charisma bonus, if any, after the dance ends. |
Enfeebling Dance | 13 | Full-Round | 30' | Fort | Enemies within range that fail a save take a -2 penalty to Str & Dex. You may spend a move action to continue this dance up to 1 minute per level. Once you cease dancing, this penalty remains for a number of additional rounds equal to your Cha modifier (minimum 1). If you have the Body Over Mind class feature, the penalty is -4. If you have the Perfect Body Over Mind class feature, the penalty is -6. |
Frightful Dance | 14 | Full-Round | 30' | Will | All enemies within range must save or be frightened for one round per Dancemaster level. This is an enchantment (compulsion), mind-affecting, fear effect. An enemy already frightened is panicked instead. An enemy may only be affected by this dance once in a 24-hour period. |
Grand Performance | 16 | Standard | 60' | Will | All enemies in range who fail the save will do nothing but approach to within 10' of the Dancemaster, if possible. Thereafter, they will seat themselves down and watch you dance for as long as you continue to dance. The creatures are not helpless, and any attack made on them will allow a new saving throw (with a +2 bonus). You may spend a move action each round to continue this dance for up to one minute/Dancemaster level. Once a creature saves against this dance, they cannot be affected by it for 24 hours. |
Dance Macabre | 16 | Standard | 30' | Fort | You must perform this dance uninterrupted for two consecutive rounds (consuming a standard action each time). At the end of the second round, any enemy that has been in range for both rounds and has seen you dance must make a DC 20 Fortitude save or die.
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Stunning Dance | 16 | Full-Round | 30' | Fort | This dance stuns one creature per 3 Dancemaster levels within range for one round and deals 5d6 bludgeoning damage. A successful save negates the stunning, and deals 3d6 bludgeoning damage, instead. |
Dance of Blades | 18 | Full-Round | -- | Ref | To perform this dance, you must be wielding two light, slashing weapons. The Dancemaster becomes a wall of flashing blades, slashing out at an incredible speed. Mark a number of contingent squares that the Dancemaster could reach equal to 1/2 her speed. These squares are filled with a wall of blades. If a Dancemaster attempts to move this line into an opponents square, the opponent may attempt an attack of opportunity against her or attempt a Reflex save to move out of the square and into a safe square. Anyone attacking the Dancemaster in this state with a melee, non-reach weapon takes 1d6 slashing damage regardless of if they connect. The Dancemaster gains a circumstance bonus to AC equal to her Dancemaster level + Cha bonus (if any). Anyone passing through this barrier takes 1d6 slashing damage per Dancemaster level with a Reflex save for half. This dance may be maintained as a full round action for up to one round per level. |
Irresistible Dance | 18 | Standard | Touch | -- | As part of this dance, make a melee touch attack against an opponent. If you succeed, that opponent begins dancing uncontrollably. They can perform no other actions, take a -4 penalty to AC, -10 penalty to Reflex, and negates any bonus due to shield or item held. The dancing subject provokes attacks of opportunity each round. A Dancemaster may continue to dance with the subject by spending a move action each round, up to 1 round/level. A Dancemaster does not provoke attacks of opportunity for dancing in this way. Additionally, once the Dancemaster ceases dancing, the subject continues to dance for 1d4+1 rounds. |