Pathfinder class: Dancer


Dancer


Hit Die: d8.

Skill points: 6+int modifier.

Class skills: Acrobatics (Dex), Appraise (int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Knowledge (local), Linguistics (Int), Perception (Wis), Perform, Sense motive (Wis), Slight of hand (Dex), Stealth (Dex), Use magic device (Cha).

Armor and weapon proficiencies: Dancers are proficient with All simple weapons, and performance weapons. They are proficient with light armor.


                                                                                                                                                                                                                                                                                               Spells per day
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
2
3
4
5
6
1
0
0
2
2
Dance, cantrips, eschew material, evasion
1
-
-
-
-
-
2
1
0
3
3
Dance, Grace +1
2
-
-
-
-
-
3
2
1
3
3
Dance specialty, uncanny dodge
3
-
-
-
-
-
4
3
1
4
4
Dance
3
1
-
-
-
-
5
3
1
4
4
Dancing strike +1
4
2
-
-
-
-
6
4
2
5
5
Dance
4
3
-
-
-
-
7
5
2
5
5
Grace +2, Dance specialty
4
3
1
-
-
-
8
6/1
2
6
6
Dance
4
4
2
-
-
-
9
6/1
3
6
6
improved uncanny dodge
5
4
3
-
-
-
10
7/2
3
7
7
Dance, Dancing strike +2
5
4
3
1
-
-
11
8/3
3
7
7
Dance specialty, Grace +3
5
4
4
2
-
-
12
9/4
4
8
8
Dance
5
5
4
3
-
-
13
9/4
4
8
8
Improved evasion
5
5
4
3
1
-
14
10/5
4
9
9
Dance
5
5
4
4
2
-
15
11/6/1
5
9
9
Dance specialty, Dancing strike +3
5
5
5
4
3
-
16
12/7/2
5
10
10
Dance, Grace +4
5
5
5
4
3
1
17
12/7/2
5
10
10
Lost in the performance
5
5
5
4
4
2
18
13/8/3
6
11
11
Dance
5
5
5
5
4
3
19
14/9/4
6
11
11
Dance specialty
5
5
5
5
5
4
20
15/10/5
6
12
12
Dance, Master’s dance, Dancing strike +4
5
5
5
5
5
5

Spells: Dancers take spells from the bard spell list, except all of their spells require somatic components, but do not require verbal components.

Minimum charisma for casting spells is equal to 10 + the spell level.

If a dancer is using a continuous dance and attempting to cast a spell, they must make a performance check (DC 10 + double the spell level). If the performance check fails, they lose the spell while the dance continues.

A dancer casts arcane spells drawn from the bard spell list. She can cast any spell she knows without preparing it ahead of time. Every dancer spell has a somatic component instead of verbal components, as a dancer conveys their power through dance. To learn or cast a spell, a dancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dancer's spell is 10 + the spell level + the dancer’s Charisma modifier.

Like other spellcasters, a dancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Dancer table above. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The dancer's selection of spells is extremely limited. A dancer begins play knowing four 0-level spells and two 1st-level spells of the dancer's choice. At each new dancer level, she gains one or more new spells, as indicated on Table: Dancer Spells Known. (Unlike spells per day, the number of spells a dancer knows is not affected by her Charisma score. The numbers on Table: Dancer Spells Known are fixed.)

Spells known: Dancer
Level
0
1
2
3
4
5
6
1
4
2
-
-
-
-
-
2
5
3
-
-
-
-
-
3
6
4
-
-
-
-
-
4
6
4
2
-
-
-
-
5
6
4
3
-
-
-
-
6
6
4
4
-
-
-
-
7
6
5
4
2
-
-
-
8
6
5
4
3
-
-
-
9
6
5
4
4
-
-
-
10
6
5
5
4
2
-
-
11
6
6
5
4
3
-
-
12
6
6
5
4
4
-
-
13
6
6
5
5
4
2
-
14
6
6
6
5
4
3
-
15
6
6
6
5
4
4
-
16
6
6
6
5
5
4
2
17
6
6
6
6
5
4
3
18
6
6
6
6
5
4
4
19
6
6
6
6
5
5
4
20
6
6
6
6
6
5
5


Cantrips: 0th-level spells that have an unlimited number of casts per day.

Eschew materials: The dancer gains the eschew materials feat at first level.

Dances (Su): At first and second level, and every two levels thereafter, the dancer gains a dance ability. These dances possess mystical powers that have various effects on individuals nearby. Initiating a dance is a standard action. When used, it is functional until the end of their next turn. They use one of two dance types. Unless specified otherwise, as long as creatures are able to see the dancer, they are affected by the dance. At 6th level, initiating a continuous dance is a move action. At 12th level, initiating a continuous dance is a swift action.

Quick dance: Quick dances are always a standard action. They can be used a number of times per day equal to their charisma modifier. The dancer must stop their continuous dance in order to do their quick dance, which means they must wait one round after stopping their continuous dance to initiate their quick dance. Once done, the dancer cannot reinitiate a continuous dance, even if they have an action to do so, until the following turn.

Continuous dance: These dances are continuous, ongoing until the dancer stops, is stunned, immobilized, dazed, paralyzed, or unconscious. Ending a dance is a free action, but they cannot begin a new dance until the following round, even if they have the actions to do so. This includes quick dances.

These dances can be used a number of rounds per day equal to 5 + their charisma modifier, plus 1 round per level following first. Any dance not marked as a quick dance, is continuous. If they are knocked prone, they must make a performance check DC 10 + the level the dance can be learned to continue.

Dazzling dance: Your dance distracts the enemy, fascinating them. Enemies must make save each round or be fascinated for the round. If they pass, they are
Specialty: +1 per four levels.

Dance of pain: (Quick dance) While this dance is done, all creatures within 30 ft. take 1d6 negative energy damage, plus 1d6 per three levels following first of the dancer. This cannot be used to heal undead. (will halves)
Specialty: Damage dealt increases to 1d6 + 1d6 per two levels following first.

Inspiration dance: Allies gain a +1 morale bonus to attack and damage rolls, as well as a +1 bonus on saving throws against fear, charm, and compulsion effects. This bonus increases by one, plus one per 8 levels the dancer possesses as long as this dance is in effect.
Specialty: the same bonus is gained toward physical skill checks.

Berserker dance: A fierce dance with rapid movements. All allies, enemies, or both gain +2 strength, +2 constitution, +1 to will saves, and -2 AC while this dance is in effect.
Specialty: +4 constitution, +4 strength.

Spiritual guard dance: A slow, methodical dance with a mysterious nature. All allies and the dancer gain +1 sacred or profane AC. This increases by 1 at 10th and 20th level.
Specialty: increases by +1 at 18th and 16th level, and this bonus is doubled against incorporeal touch attacks.

Swords dance: The dancer grants themselves a morale bonus to attack rolls equal to half their charisma modifier, and a morale bonus to weapon damage rolls by 1, plus one for every four levels they possess.
Specialty: 1 + 1 damage per three levels following first, and an attack bonus equal to their full charisma modifier.

Quickstep: This dance grants the dancer a +1 bonus to their dodge armor class while it is active. This increases by 1 for every five levels they possess.
Specialty: Gain a +10-ft. morale bonus to their movement speed

Mindful dance: While dancing, their spell DCs increase by 1. This bonus increases by 1 at 8th and 16th level.
Specialty: Gain the same bonus to checks to overcome spell resistance.

Level 6 or above:

Confounding dance: (Quick dance) Creatures within 30 ft. must make a will save or be confused for one round per level of the dancer.
Specialty: The DC for counfounding dance increases by 1.

Magic dance: Each round this dance continues, spellcasters that can see the dancer are distracted, making them make a concentration check equal to 15 + double the spell level in order to cast. A successful will save negates the effects of the dance for 24 hours.
Specialty: Spellcasters take a -4 penalty to concentration checks while this dance is active.

Concentration dance: While this dance is in effect, allies gain a +4 morale bonus to concentration checks.
specialty: This bonus increases to +6.

Soothing dance: (Quick dance) This relaxing, soothing waltz heals party members within 30 ft. for 1d6 health + 1d6 per three levels following first. This can be used instead to damage undead.
Specialty: The healing of soothing dance increases to 1d6 + 1d6 per two levels following first.

Dispelling dance: (Quick dance) As dispel magic, but the dancer makes one check against 1 target within 30 ft. for every 4 levels they possess.
Specialty: +2 to the dispel check.

Striker’s dance: While this dance is active, the dancer’s critical threat range with weapon attacks doubles. This does not stack with effects such as the keen edge spell, keen weapons, or the improved critical feat.
Specialty: The dancer deals +1d6 precision damage for every four levels they possess on critical hits.

Quickblow waltz: The dancer gains they effect of haste while this dance is active. This only affects them.
Specialty: The dancer can use this dance on a number of targets equal to her charisma modifier.

Level 10 or above:

Dance of natural talent: All affected allies gain a +1 morale bonus, plus one per 8 levels to all saves while this dance is in effect.
Specialty: The morale bonus of this dance increases to +1, +1 per  levels the dancer possesses.

Slow dance: Enemies within 30 ft. are subject to a slow effect, as the spell slow, while this dance is active. They need only make one save to resist this effect for 24 hours. They may make a new save each round it is active.
Specialty: Enemies must make a save every round the dance continues to not be slowed, even if they pass their first save.

Amnesia waltz: (Quick dance) Enemies forget their place, and become flat footed (Will save)
Specialty: Enemies that fail their save take 1 wisdom damage.

Cleansing dance: (Quick dance) Allies gain a new save against a single condition that is affecting them when this dance completes.
Specialty: Allies gain a bonus to the save equal to the dancer’s charisma modifier.

Aligned dance: Allies’ weapons are aligned to the type of dance: Dance of law, dance of chaos, dance of evil, dance of good.
Specialty: Enemies of the opposite alignment take a -1 penalty to attack rolls if they fail a single will save.

Level 14 or above:

Nameless dance: (Quick dance) Gives the enemies within 30 ft. three of the following conditions (Roll 1d12x3) (Will save) for a number of rounds equal to the dancer’ level. Targets can only be affected by this dance once per day, even if they resist the effect.

1              Paralyzed
2              Stunned
3              Poisoned (Dex, 1d4 cure 2)
4              Poisoned (Str, 1d4 cure 2)
5              Poisoned (Con, 1d2 cure 2)
6              Shaken
7              Frightened
8              dazed
9              staggered
10           nauseated
11           fatigued
12           exhausted

Specialty: +1 DC, +1 rolled condition

Drain dance: (Quick dance) Enemies within 30 feet must make a will save, or gain temporary negative level. They get a second save against the DC after 24 hours. If they fail, the negative level becomes permanent. Targets can only be affected by this dance once per day, even if they resist the effect.
Specialty: The number of negative levels inflicted increases to 1d4.

Dance of Thunder: Every turn the dance continues, enemies within 30 ft. take 1d6 electricity damage, doubling the number of damage dice every turn, stopping at a maximum equal to 1d6 damage per two levels they possess.
Specialty: The maximum damage increases to 1d6 per level they possess.

Attribution dance: (Quick dance) Enemies within 30 feet must make a will save or take 1d4 levels ability damage of one of the following. Rolling 1d6:
STR         1
DEX        2
CON       3
INT         4
WIS        5
CHA       6
Targets can only be affected by this dance once per day, even if they resist the effect.
Specialty: This becomes ability drain, and the dancer gains the statistics dealt (to one creature) for a number of rounds equal to their level.

Disarming dance: (Quick dance) All affected enemies within 30 ft. are affected by a disarm attempt. The dancer uses CHA in place of STR, and a base attack bonus equal to their level for the purposes of the CMB.
Specialty: +5 to their CMB check.

Unsteady dance: (Quick dance) All affected enemies are knocked prone. A successful reflex save negates the prone condition.
Specialty: Enemy must make a reflex save while getting up or stay prone for the following turn.

Blocking dance: Once per round plus one additional time per 8 levels the dancer has, they can parry an opponents attack using their highest base attack bonus.
Specialty: They can riposte each attack if the parry is successful, using an attack of opportunity.

Level 18 or above:

Medusa’s waltz: (Quick dance) When this dance is performed, all affected enemies must make a fortitude save or be petrified.
Specialty: The DC of this dance increases by 2.

Death waltz: (Quick dance) When this dance is performed, all affected enemies, if helpless, must make a fortitude save or die. Enemies that aren’t helpless make a fortitude save or be taken to 0 hit points.
Specialty: Enemies taken to 0 hit points are killed instead.

Soothing dance (greater): (quick dance) Allies within 30 ft. are healed for 5 hit points per two levels they possess. This can be used to damage undead. They get a will save to halve the damage.
Specialty: Allies are healed for 5 hit points per level they possess.

Dance specialty: At 7th level, and every 4th level thereafter, the dancer chooses one of their learned dances to specialize in. They gain additional power when performing this dance. (See dances, above)

Grace: At 2nd level, and every 5 levels following, the dancer gains 1 dodge AC per rank, as well as a bonus on acrobatics, fly, diplomacy, bluff, slight of hand, escape artist, and stealth checks. In addition, they gain a bonus to perform (dance) checks equal to half their level.

Dancing strike: While the dancer is using a continuous dance at 5th level, and every five levels thereafter, they gain a +1 morale bonus to their attack and damage with weapons.

Lost in the Performance (Ex): While dancing, the dancer gains a +4 bonus to saving throws against enchantment, charm, and compulsion effects. Once per day, they can end a dance as an immediate action in order to re-roll a failed saving throw against these effects.

Master’s dance: The dancer becomes a master of the art, Gaining one of three dances.

Psycho samba: (Self) During this dance, all spells have +2 to their DCs, the dancer gains a +5 morale bonus to attack and damage rolls, +30 ft. morale bonus to movement speed, and their critical range is doubled. In addition, all critical strikes are automatically confirmed.

Resilient rumba: (Self) During this dance, the dancer gains a +5 morale bonus to saving throws, they gain 10 DR/-, a +5 deflection bonus to their armor class, and they gain spell resistance equal to 11 + their level.

Wrath waltz: (Quick dance) All enemies within 30 ft. are damaged for 5 divine energy damage per level, and take a -4 penalty to all ability scores for 1d6 rounds. A successful will save negates the penalties, and halves the damage.

Mystic mambo: All allies within 30 ft. Gain a +3 bonus to attack rolls, damage rolls, saving throws, skill checks, and fast healing 5 while this dance is active.

Feats:

Bonus dance: Gain an additional dance ability.

Extra dances: The dancer can use continuous dances for an additional 6 rounds per day.

Favoured class bonuses

Human: +1 continuous dance round per day.
Gnome: +1/8 bonus to the dancer’s grace ability.
Half-elf: +1 continuous dance round per day.
Elf: +1/4 uses of quick dances per day.
Night elf: +1/3 to the effective level of dances that benefit allies.
Draenei: Gain 1/6 dances.
Sylvari:  Gain 1/6 dances.
Man’ari: +1/2 damage dealt by area of effect dances dealing hit point damage.
Pandaren: +1 continuous dance round per day.
Half-orc: +1 continuous dance round per day.
Zandalari: +1 ft movement during a continuous dance.
Tauren: +1/4 damage on attacks while dancing.
Forsaken: +1/2 damage on area of effect quick dances that deal hit point damage.
Blood elf: 1/6 to the DC of one dance.
Drakken: (+2 str) +1/6 damage with weapons while dancing. (+2 dex) +1/8 to the grace ability. (+2 int) Gain 1/6 dances. (+2 wis) +1 continuous dance rounds per day.
Frozelia: +1/6 to the DC of one dance.
General: +1 continuous dance round per day.
General: +1/6 dances.
General: +1/4 quick dances per day.



Comments

  1. Interesting class. I'm trying it out in a campaign, right now.

    Dazzling dance is missing a part of the description, though.

    ReplyDelete
  2. Another question: What's the formula for resisting a dancer's dance? 10 + charisma bonus + level the dance can be learned? That doesn't seem balanced at higher level, but I can't come up with something better, right now.

    ReplyDelete
  3. To anyone who might wander here in the future, I played this class up to about level 13 and this was the result of it.

    First, I corrected these details from the class description:

    Base dance DC:
    I used the following numbers, depending on the tier: 1, 3, 5, 7, 9. It might be too high, but it didn't cause problem in my campaign. 1, 2 ,3 ,4 ,5 would have been about the same as bard spells.

    Dazzling dance's description:
    Dazzling dance: Your dance distracts the enemy, fascinating them. Enemies must make save each round or be fascinated for the round. If they pass, they are unaffected.
    Specialty: +1 DC per four levels.

    I also adapted a few bard things to create the dancer's equivalent:
    Triweave salvation (wondrous item, slotless / other) - Equivalent to Three Reasons to Live

    The silk of three different creatures (ogre spider, silkgoyle and weaverworm) make up this magical cloth, weaving into one arm veil about 2 feet long. Once per day the veil can be unfurled to affect all allies within 30 feet that can see it. Affected creatures gain psychic resistance 10 and a +2 bonus on saves against spells and effects that deal psychic damage or are visual based. This protection lasts for 10 minutes. If a dancer uses the veil to start a dance, all effects of that performance are calculated as if the dancer were 6 levels higher. This doesn’t grant the dancer access to new dances; it only enhances those to which the dancer already has access.

    Disturbing movements (feat) - Equivalent to Discordant Voice
    By dancing in a peculiar rhythm, you cause disturbing visions to run through allies’ weapons.

    Prerequisites: Dance class feature, Perform (Dance) 10 ranks.

    Benefit: Whenever you are dancing to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of psychic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.

    All in all, the class was fun to play. Silence is a great spell to use on yourself since your dances are unaffected. On the other hand, grapples and other immobilization techniques are the bane of your existence. Get freedom of movement as soon as possible, in ring form, if you can afford it.

    ReplyDelete
  4. Thanks and I have a keen present: House Renovation What Order house renovation tax credit

    ReplyDelete

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