Author |
Topic  |
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Alystra Illianniis
Great Reader
    
USA
3750 Posts |
Posted - 19 Mar 2010 : 00:28:32
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Okay, I posted this because Gambit said he was interested. It's a homebrew class based on a bard/dervish type, with a little of spelldancer thrown in for flavor, and although it is not Realms specific, I thought some people might enjoy this. It may appear slightly elven in slant, but can work well with almost any race if the Pc has a decent Dex and Char. One warning, it might be a little bit overpowered at higher levels with the higher HD and spellcasting, which is why I wanted to see what people think. Enjoy!
Battledancer
Lightly armored yet armed to the teeth, battledancers are elite warriors who use their skills to perfect a deadly art that combines martial skill with bardic magic. Armed with swift slashing weapons, singing martial hymns as they cut through their foes, they are as beautiful as they are deadly in battle. Battledancers often act as the personal bodyguards and agents for royalty, or as commanders of troops on the battlefield, inspiring courage in their allies and fear in their opponents. They have mastered dance as a form of combat, often confusing or stunning their enemies with dazzling displays of prowess.
Adventures: Battledancers adventure to gain experience in battling different types of foes, and to test their courage and skill in battle. They also adventure out of natural wanderlust and curiosity. They also travel to learn new songs and dances to incorporate into their own unique style of fighting.
Alignment: Battledancers can be of any non-lawful alignment. Many battledancers consider themselves masters of their own destinies, and as such do not recognize anyone as their sovereign. Some seek to find, or eventually create, a sword with perfect balance. Others feel the need to use their skills to tame or subdue an area, though not always for the benefit of others. Battledancers hail from all walks of life and follow the path for all sorts of reasons, from curiosity to ambition; from protection to domination; from freedom to vengence.
Religion: The faith of battledancers varies as much as their alignments. Many follow the gods of their own race. Good battledancers sometimes worship Helm or Tyr; chaotic neutral battledancers tend to drift towards Tempus or Garagos, while evil ones often worship Cyric. In the end, all battledancers have a common belief in one thing: the blades held in their hands.
Background: Battledancers learn their skills as apprentices to older more experienced battledancers, and schooled in the arts of warfare, song, dance, and lore, though some battledancers arise from the ranks of gifted, self-taught dancers and warriors. Many hail from nomadic cultures with a long tradition of dervish-like song-warriors. Desert and gypsy tribes have long-standing traditions of battledancers often called dervishes or sword dancers. During their apprenticeship period battledancers choose their two preferred weapons, which must be slashing weapons. Among shorter-lived races, such as humans, battledancers train from a very early age, often starting as children who have shown some talent for dancing or with certain slashing weapons. Candidates among elves typically begin their apprenticeship at comparatively early ages; they are taken between the age of 30-50, often taking well over half a century to learn the art. Apprentices train every day to master the art of battledancing until they are ready to prove themselves in battle. Perfecting this style of fighting is a long, grueling process, requiring many years.
Races: Elves make excellent battledancers, due to their innate skill with longswords, dexterous bodies, and willingness to devote themselves to decades of singular study. From the conflicting traits of their heritage, half-elves often make the greatest battledancers due to their balanced natures. Humans and halflings often make good battledancers, as well. Gnomes make fair battledancers, if sometimes mischievous ones. Given the nature of the class and its more chaotic bent, as well as the skills involved, few dwarves can rise to the challenge. Of the non-traditional races, stories of planetouched battledancers have been rare, but not discounted. No other tales have been heard, as the monstrous races generally do not have the patience, nor the agility, required to undertake this profession.
Classes: Battledancers are trained to act in concert with other warriors and clerics. They tend to view rogues with suspicion and disdain. Wizards and bards are also in good standing; bards in particular are viewed as kindred spirits, and may even be allowed to learn the battledancer‘s art.. Sorcerers must prove their courage and skill.
Abilities: Dexterity is vital to battledancers because they rely upon their natural agility and speed rather than brute force. Since many of their skills are based upon Charisma that ability is also very important. Strength is somewhat important, for the battledancer’s art is very strenuous, requiring much practice.
Hit Die: d8
Skill points at first level: (6+Int modifier) x 4 Skill points per level: 6+Int modifier
Skill Ability Skill Ability Skill Ability Balance Dex Knowledge (any) Int Profession Wis Climb Str Listen Wis Search Int Craft Int Move silently Dex Spot Wis DiplomacyCha Perform (dance) **Cha Tumble Dex Jump Str Perform (sing) ***Cha Survival Wis
Armor and weapon proficiencies: Battledancers may only wear light armor, and do not have proficiency with any shields. They are proficient with all medium or smaller slashing weapons, as well as the quarterstaff, whip, darts, and bolas.
Spellcasting: Battledancers have the same number of spells known as Duskblades, and cast them and have the same number of spells per day as Sorcerers. Their spells are charisma-based, and all require dancing as the somatic component. They do not learn additional spells as wizards do, nor can they “unlearn” a spell to replace it with a new one. They may have additional spells per day, provided they have a high enough charisma to have extra spell slots of the appropriate level.
Battledance Performance: Once per day per level, a battledancer can use his song, dancing, or poetics to produce magical effects on those around him like a bard (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or dancing, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies (fa-la-la, and so forth), whistling, playing an instrument, or playing an instrument in combination with some dance performance. Each ability requires both a minimum level and a minimum number of ranks in the Perform skill to qualify; if a battledancer does not have the required number of ranks in at least one Perform skill, he does not gain the performance ability until he acquires the needed ranks. Starting a performance effect is a standard action. Some performance abilities require concentration, which means the battledancer must take a standard action each round to maintain the ability. Even while using performance that doesn’t require concentration, a battledancer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf battledancer has a 20% chance to fail when attempting to use his performance, unless it is a dance. If he fails, the attempt still counts against his daily limit. Countersong (Su): A battledancer with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the battledancer (including the battledancer himself ) that is affected by a sonic or language-dependent magical attack (such as a sound burst or command spell) may use the battledancer’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the battledancer’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The battledancer may keep up the countersong for 10 rounds. Fascinate (Sp): A battledancer with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The battledancer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a battledancer attains beyond 1st, he can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on). Inspire Courage (Su): A battledancer with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the battledancer sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six battledancer levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. Confusing Dance: At 4th level battledancer can confuse targets with a special dance once per day. This requires one full round of dancing, after which all creatures within 15 feet of the battledancer are affected as the confusion spell (Will negates, DC 10 + spell dancer level + Char mod) for 1 rd per spell dancer level. Inspire Greatness (Su): A battledancer of 9th level or higher with 10 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a battledancer attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, he must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the battledancer sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep. Inspire greatness is a mind-affecting ability. Beguiling Dance: A battledancer of 11th level with 12 or more ranks in Perform (dance) can use her enchanting dance to distract her enemies. Whenever you start or maintain a beguiling dance, all enemies within 30 feet who can see you must succeed on a Will save or be dazed for 1 round. Creatures that fail this save also have their attitude improved by one step for as long as you maintain the dance (see Influencing NPC Attitudes, PH 74). This attitude adjustment does not prevent any subsequent attitude changes. For example, an enemy that becomes indifferent toward you as a result of this effect still turns hostile if you then attack it. Wearying Dance: A 13th level battledancer with 14 or more ranks in Perform (dance) can use her enchanting dance to tire her enemies. Whenever you start or maintain a wearying dance, all enemies within 30 feet who can see you must succeed on a Will save or be fatigued for as long as you maintain the dance. Creatures failing this save that are already fatigued become exhausted. Inspire Heroics (Su): A battledancer of 15th level or higher with 16 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet, allowing that creature to fight bravely even against overwhelming odds. For every three battledancer levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a battledancer must sing and an ally must hear him sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the battledancer sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability. Frightful Dance: A 17th level battledancer with 18 or more ranks in Perform (dance) can use her enchanting dance to scare her enemies. Whenever you start or maintain a frightful dance, all enemies within 30 feet who can see you must succeed on a Will save or be shaken for as long as you maintain the dance. Creatures failing this save that are already shaken become frightened, and those that are already frightened become panicked.
Battledancing: Battledancers are trained in the ancient art of Battledancing, which is a battledancer’s individual dance-like style. It allows battledancers to perfect their own style of the dance. The battledancer chooses his two preferred weapons upon entering apprenticeship, giving them the ability to fight with two-weapons (such as two long swords) without penalty to attack or damage rolls (as the Ambidexterity and Two-weapon fighting feats). Furthermore when battledancing a battledancer gains a bonus to their initiative and armor class equal to half their level rounded down (for example a 5th level elven battledancer has +2 bonus to initiative and armor class). Battledancers apply their Dexterity modifier to all attack and damage rolls using their preferred weapons (as the Weapon Finesse Feat). They do not gain this bonus when using any other weapon.
AC Bonus (Ex): A battledancer gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the battledancer is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load. This bonus increases by one point at every fifth level, starting at 1st, (+2 at 5th, +3 at 10th, ect.)
Uncanny Dodge: Starting at 2nd level, battledancers gain the extraordinary ability to react to danger before their senses would normally allow the to do so. At 2nd level and above they retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible foe. (They still lose their Dexterity bonus if immobilized.) At 5th level, battledancers can no longer be flanked; they can react to opponents on opposite sides of them as easily as they can react to a single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the elven battledancer. The exception to this is that a rogue at least four levels higher than the elven battledancer can flank him (and thus sneak attack him).
Weapon of Choice: Starting at 2nd level, a battledancer’s skill with his chosen weapon allows him to treat it as a light weapon for purposes of two-weapon fighting, and can be used in a grapple or when swallowed. This ability can only be used with weapons of up to the same size category as the battledancer (such as a longsword, which is a medium weapon, for an elf.) The weapon chosen must be of the slashing type.
Evasion: At 3rd level, a battledancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball spell), the elven battledancer takes no damage with a successful saving throw.
Melodic Casting: At 4th level, a battledancer can weave his music and magic together into a single perfect voice. Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can cast spells and activate magic items by command word or spell completion while using a battledancer performance ability. Performance abilities that require concentration still take a standard action to perform. Normal: A battledancer can't cast spells or activate magic items by command word or spell completion while using bardic music.
Battle Dance (Ex): Starting at 5th level, a battledancer can become a whirling dancer of death a certain number of times per day. While in this dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the battledancer must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The battledancer is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. A battledancer prevented from completing her move is also prevented from finishing her full attack. If a battledancer wields a slashing weapon while in a battle dance, she gains a bonus on her attack and damage rolls. This bonus is +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter. A battledancer may only perform a battle dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a battle dance in any armor heavier than light or if she is using a shield. While dancing, a battledancer cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. A battledancer can, however, sing or use her other performance abilities while she dances, and can also use the Combat Expertise feat while in a dance. A battledancer cannot perform a battle dance while under the effect of a rage or frenzy ability. A battledancer can perform a battle dance only once per encounter. A battle dance lasts 1 round for every two ranks of Perform (dance) that the character has. At the end of a battle dance, the character becomes fatigued for the duration of the encounter. This ability can be used one additional time per day for every five levels, up to four times a day at 20th level.
Shield of Blades: Beginning at 6th level, you become adept at defending yourself when wielding a pair of medium or light weapons. You gain a +2 shield bonus to your AC whenever you attack with at least two light weapons during your turn. (Despite the name of this class feature, you can use any light or medium weapon to gain the benefit, even unarmed strikes or natural weapons.) Though it requires a full attack action to use the ability, the AC bonus applies against all attackers (even invisible ones). This AC bonus lasts until the start of your next turn. This is an extraordinary ability. This bonus increases by 1 for every five levels beyond 5th (+3 at 10th level, +4 at 15th level, and +5 at 20th level). You lose this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Spring Attack: At 7th level, a battledancer gains the Spring Attack feat, even if she does not meet the prerequisites.
Dance of Death: At 8th level, a battledancer gains the benefit of the Cleave feat while performing a battle dance, even if she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted by this ability.
Improved two-weapon fighting: At 9th level battledancers gain the feat Improved two-weapon fighting as a class feature.
Movement Mastery (Ex): At 10th level, a battledancer is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.
Improved Evasion: At 13th level battledancers gain improved evasion. This ability works like evasion, except that while the elven battledancer still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, the battledancer now takes only half damage on a failed save (the battledancer’s reflexes allow him to get out of harms way with incredible speed).
Whirlwind Flurry: At 16th level, the battledancer gains the benefits of Whirlwind Attack and Slashing Flurry (as the feats) during a battledance, even if he does not meet the prerequisites. A Thousand Cuts (Ex): When a battledancer reaches 20th level, once per day she may double the number of melee attacks she makes while performing a full attack action (whether in a battle dance or not). If a battledancer uses this ability in conjunction with her battle dance, she can make up to two attacks between moves. The battledancer also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand cuts, even if she does not meet the prerequisites. She does not have to move 5 feet before making any extra attacks granted by this ability. A battledancer using this ability can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by the class.
Lvl BAB Fort Relf Will 1 +1 +2 +2 +0 2 +2 +2 +3 +1 3 +3 +2 +3 +1 4 +4 +3 +4 +1 5 +5 +3 +4 +2 6 +6/+1 +3 +5 +2 7 +7/+2 +4 +5 +2 8 +8/+3 +4 +6 +3 9 +9/+4 +4 +6 +3 10 +10/+5 +5 +7 +3 11 +11/+6/+1 +5 +7 +4 12 +12/+7/+2 +5 +8 +4 13 +13/+8/+3 +6 +8 +4 14 +14/+9/+4 +6 +9 +5 15 +15/+10/+5 +6 +9 +5 16 +16/+11/+6/+1 +7 +10 +5 17 +17/+12/+7/+2 +7 +10 +6 18 +18/+13/+8/+3 +7 +11 +6 19 +19/+14/+9/+4 +8 +11 +6 20 +20/+15/+10/+5 +8 +12 +7
Table 3–17: Battledancer Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 1st 4 2 — — — — — 2nd 5 2 — — — — — 3rd 5 3 — — — — — 4th 5 3 1 — — — — 5th 5 3 2 — — — — 6th 6 4 2 1 — — — 7th 6 4 2 2 — — — 8th 6 4 3 2 1 — — 9th 6 4 3 3 2 — — 10th 7 5 3 3 2 1 — 11th 7 5 4 3 3 2 — 12th 7 5 4 4 3 2 1 13th 7 5 4 4 3 3 2 14th 8 6 5 4 4 3 2 15th 8 6 5 5 4 4 2 16th 8 6 5 5 4 4 3 17th 8 6 6 5 5 5 3 18th 9 7 6 6 5 5 3 19th 9 7 6 6 5 5 4 20th 9 7 7 6 6 6 4
————Spells per Day———— 0 1st 2nd 3rd 4th 5th 6th 1st 3 2 — — — — — 2nd 4 3 — — — — — 3rd 5 4 — — — — — 4th 6 5 — — — — — 5th 6 5 2 — — — — 6th 6 6 3 — — — — 7th 6 6 5 — — — — 8th 6 7 6 — — — — 9th 6 7 6 2 — — — 10th 6 8 7 3 — — — 11th 6 8 7 5 — — — 12th 6 8 8 6 1 — — 13th 6 9 8 6 2 1 — 14th 6 9 8 7 3 2 — 15th 6 9 8 7 5 3 — 16th 6 9 9 8 6 5 1 17th 6 10 9 8 6 2 2 18th 6 10 9 8 7 3 3 19th 6 10 10 9 7 5 4 20th 6 10 10 10 8 6 5
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The Goddess is alive, and magic is afoot.
"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491
"You idiots! You've captured their STUNT doubles!" -Spaceballs
Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469
My stories: http://z3.invisionfree.com/Mickeys_Comic_Tavern/index.php?showforum=188
Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee) http://sylinde.deviantart.com/#/d2z6e4u |
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Alystra Illianniis
Great Reader
    
USA
3750 Posts |
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Sian
Senior Scribe
  
Denmark
596 Posts |
Posted - 19 Mar 2010 : 12:54:05
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BAB should proberly be lowered to 3/4'th (as per Cleric) ... futhermore i'd say that it gains slightly to many skill points and HD ... would proberly throw both of them down a peg (to respectively 4+int and d6) ... futhermore you have no explenations of which spells they can cast ... is it Bard spells?
Right now it appears to be a mixture of the best parts of Bard and Fighter without any weaknesses |
what happened to the queen? she's much more hysterical than usual She's a women, it happens once a month |
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Alystra Illianniis
Great Reader
    
USA
3750 Posts |
Posted - 20 Mar 2010 : 17:31:33
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Well, I modeled it after a more melee oriented theme, thus the higher HD, and the AC reflects their ability to move among enemies in a very quick, unpredictable manner to avoid getting hit. As to spells, yes it uses the bard spell list. (I've always thought that they should get slightly more than the book shows- since they are really the least powerful class in terms of abilities and feats and such.) Mind you, I did say it might be a tad overpowered, but no more so than the barbarian or ranger IMO. Skill points are kind of a necessity for this class, just as with a regular bard. Think gypsy dancer crossed with a bit of ballet and russian folk, with slashing weapons, and you've sort of got the idea. It's a dancing blender on puree!!! Knock down the spells to a normal bard's, and see if that makes it better.
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The Goddess is alive, and magic is afoot.
"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491
"You idiots! You've captured their STUNT doubles!" -Spaceballs
Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469
My stories: http://z3.invisionfree.com/Mickeys_Comic_Tavern/index.php?showforum=188
Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee) http://sylinde.deviantart.com/#/d2z6e4u |
Edited by - Alystra Illianniis on 20 Mar 2010 17:40:56 |
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Sian
Senior Scribe
  
Denmark
596 Posts |
Posted - 21 Mar 2010 : 17:53:55
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tad overpowered you say? ... reading closely i'd call it a gestalt Bard/Fighter with predetermined feats (which in no way is weak) |
what happened to the queen? she's much more hysterical than usual She's a women, it happens once a month |
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Alystra Illianniis
Great Reader
    
USA
3750 Posts |
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Gambit
Learned Scribe
 
110 Posts |
Posted - 27 Mar 2010 : 16:56:35
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Definately a tab bit on the powerful side but I like the flavor.  |
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Alystra Illianniis
Great Reader
    
USA
3750 Posts |
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