Tatsel_Ganav
2009-09-18, 11:05 AM
Flavor text to come later, for now it's just mechanics.
Hit Die: 1d8
Class Skills:
Class Skills: Balance (Dex), Bluff (Cha), Craft (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Firedancer
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Maneuvers Known|
Maneuvers Readied|
Stances Known
1st|+0|+0|+2|+0|Speed Increase +5, Skirmish (+1d4, +0AC)|
6|
4|
1
2nd|+1|+0|+3|+0|Whirling Blades 1|
7|
4|
1
3rd|+2|+1|+3|+1|Skirmish (+1d4, +1AC)|
8|
5|
1
4th|+3|+1|+4|+1|Soulfire -5|
9|
5|
1
5th|+3|+1|+4|+1|Skirmish (+2d4, +1AC)|
10|
6|
2
6th|+4|+2|+5|+2|Speed Increase +10|
11|
6|
2
7th|+5|+2|+5|+2|Dervish Dance 1/day, Skirmish (+2d4, +2AC)|
12|
7|
2
8th|+6/+1|+2|+6|+2|Whirling Blades 2, Acrobatic Mastery|
13|
7|
2
9th|+6/+1|+3|+6|+3|Soulfire -10, Skirmish (+3d4, +2AC)|
14|
8|
3
10th|+7/+2|+3|+7|+3|Evasion|
15|
8|
3
11th|+8/+3|+3|+7|+3|Speed Increase +15, Dervish Dance 2/day, Skirmish (+3d4, +3AC)|
16|
9|
3
12th|+9/+4|+4|+8|+4|Divine Soulfire|
17|
9|
3
13th|+9/+4|+4|+8|+4|Skirmish (+4d4, +3AC)|
18|
10|
4
14th|+10/+5|+4|+9|+4|Whirling Blades 3, Soulfire -15|
19|
10|
4
15th|+11/+6/+1|+5|+9|+5|Dervish Dance 3/day, Skirmish (+4d4, +4AC)|
20|
11|
4
16th|+12/+7/+2|+5|+10|+5|Speed Increase +20|
21|
11|
4
17th|+12/+7/+2|+5|+10|+5|Skirmish (+5d4, +4AC)|
22|
12|
5
18th|+13/+8/+3|+6|+11|+6|Improved Evasion|
23|
12|
5
19th|+14/+9/+4|+6|+11|+6|Dervish Dance 4/day, Soulfire -20, Skirmish (+5d4, +5AC)|
24|
13|
5
20th|+15/+10/+5|+6|+12|+6|One Thousand Cuts, Whirling Blades 4|
25|
13|
5
[/table]
Armor and Weapon Proficiencies: As a Firedancer, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons) and light armor, but not with shields.
Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Desert Wind, Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816), Setting Sun and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it. A maneuver useable by Firedancers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate them.
XD You learn additional maneuvers at higher levels, as shown in the table above. You must meet a maneuvers prerequisites to learn it. See page 39 of Tome of Battle to determine the highest level maneuver you can learn.
XD Upon reaching 4th level, and at every even-numbered level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exhange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restrictions on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap out only a single maneuver at any given level.
Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready maneuvers by practicing your dances for 5 minutes. The maneuvers you choose remain readied until you decide to practice dancing again and change them. You need not sleep or rest for any long period of time to ready your maneuvers, any time you spend 5 minutes dancing, you can change your readied maneuvers.
XD You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter (unless you recover them, see below).
XD You can recover an expended maneuver by spending a full-round action doing nothing but dancing in place. Doing this does not provoke attacks of opportunity. If you complete your dancing, you can choose one expended maneuver to refresh. It is no available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At later levels, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently in as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
XD Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.
Speed Increase: Starting at 1st level, and increasing every five levels afterwards, you gain a +5 competence bonus to your land speed.
Skirmish: As the Scout class feature, except the bonus damage is fire damage, and the AC bonus is a deflection bonus.
Whirling Blades 1: At 2nd level you gain the Two-Weapon Fighting feat regardless of if you meet the prerequisites. In addition, choose a melee slashing weapon. If it is a one-handed weapon, you can use it in your off hand as a light weapon. If it is a light weapon, you also gain Weapon Focus with that weapon.
Whirling Blades 2: At 8th level, you gain the Improved Two-Weapon Fighting feat for free, regardless of if you meet the prerequisites.
Whirling Blades 3: At 14th level, you gain the Greater Two-Weapon Fighting feat for free, regardless of if you meet the prerequisites.
Whirling Blades 4: At level 20 you can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Soulfire: Starting at level 4 you gain the ability to ignore a portion of enemy fire resistance.
Dervish Dance: As the Dervish class feature.\, except that activating and maintaining this ability requires spending a swift action each round.
Acrobatic Mastery: At 8th level you can take 10 on balance, jump and tumble checks even when distracted or threatened.
Divine Soulfire: At 12th level, half of any fire damage you deal is divine fire damage, meaning resistance and immunity do not negate it.
One Thousand Cuts: At 20th level, once per day you can make an extra attack for every attack you make in the round, at the same attack bonus, with all the same modifiers. This effectively doubles the number of attacks you can make for one round each day - this ability cannot increase your number of attacks by a number larger than the number of attacks you could have made without using this ability.
Hit Die: 1d8
Class Skills:
Class Skills: Balance (Dex), Bluff (Cha), Craft (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Firedancer
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Maneuvers Known|
Maneuvers Readied|
Stances Known
1st|+0|+0|+2|+0|Speed Increase +5, Skirmish (+1d4, +0AC)|
6|
4|
1
2nd|+1|+0|+3|+0|Whirling Blades 1|
7|
4|
1
3rd|+2|+1|+3|+1|Skirmish (+1d4, +1AC)|
8|
5|
1
4th|+3|+1|+4|+1|Soulfire -5|
9|
5|
1
5th|+3|+1|+4|+1|Skirmish (+2d4, +1AC)|
10|
6|
2
6th|+4|+2|+5|+2|Speed Increase +10|
11|
6|
2
7th|+5|+2|+5|+2|Dervish Dance 1/day, Skirmish (+2d4, +2AC)|
12|
7|
2
8th|+6/+1|+2|+6|+2|Whirling Blades 2, Acrobatic Mastery|
13|
7|
2
9th|+6/+1|+3|+6|+3|Soulfire -10, Skirmish (+3d4, +2AC)|
14|
8|
3
10th|+7/+2|+3|+7|+3|Evasion|
15|
8|
3
11th|+8/+3|+3|+7|+3|Speed Increase +15, Dervish Dance 2/day, Skirmish (+3d4, +3AC)|
16|
9|
3
12th|+9/+4|+4|+8|+4|Divine Soulfire|
17|
9|
3
13th|+9/+4|+4|+8|+4|Skirmish (+4d4, +3AC)|
18|
10|
4
14th|+10/+5|+4|+9|+4|Whirling Blades 3, Soulfire -15|
19|
10|
4
15th|+11/+6/+1|+5|+9|+5|Dervish Dance 3/day, Skirmish (+4d4, +4AC)|
20|
11|
4
16th|+12/+7/+2|+5|+10|+5|Speed Increase +20|
21|
11|
4
17th|+12/+7/+2|+5|+10|+5|Skirmish (+5d4, +4AC)|
22|
12|
5
18th|+13/+8/+3|+6|+11|+6|Improved Evasion|
23|
12|
5
19th|+14/+9/+4|+6|+11|+6|Dervish Dance 4/day, Soulfire -20, Skirmish (+5d4, +5AC)|
24|
13|
5
20th|+15/+10/+5|+6|+12|+6|One Thousand Cuts, Whirling Blades 4|
25|
13|
5
[/table]
Armor and Weapon Proficiencies: As a Firedancer, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons) and light armor, but not with shields.
Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Desert Wind, Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816), Setting Sun and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it. A maneuver useable by Firedancers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate them.
XD You learn additional maneuvers at higher levels, as shown in the table above. You must meet a maneuvers prerequisites to learn it. See page 39 of Tome of Battle to determine the highest level maneuver you can learn.
XD Upon reaching 4th level, and at every even-numbered level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exhange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restrictions on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap out only a single maneuver at any given level.
Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready maneuvers by practicing your dances for 5 minutes. The maneuvers you choose remain readied until you decide to practice dancing again and change them. You need not sleep or rest for any long period of time to ready your maneuvers, any time you spend 5 minutes dancing, you can change your readied maneuvers.
XD You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter (unless you recover them, see below).
XD You can recover an expended maneuver by spending a full-round action doing nothing but dancing in place. Doing this does not provoke attacks of opportunity. If you complete your dancing, you can choose one expended maneuver to refresh. It is no available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At later levels, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently in as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
XD Unlike with maneuvers, you cannot learn a stance at higher levels in place of one you already know.
Speed Increase: Starting at 1st level, and increasing every five levels afterwards, you gain a +5 competence bonus to your land speed.
Skirmish: As the Scout class feature, except the bonus damage is fire damage, and the AC bonus is a deflection bonus.
Whirling Blades 1: At 2nd level you gain the Two-Weapon Fighting feat regardless of if you meet the prerequisites. In addition, choose a melee slashing weapon. If it is a one-handed weapon, you can use it in your off hand as a light weapon. If it is a light weapon, you also gain Weapon Focus with that weapon.
Whirling Blades 2: At 8th level, you gain the Improved Two-Weapon Fighting feat for free, regardless of if you meet the prerequisites.
Whirling Blades 3: At 14th level, you gain the Greater Two-Weapon Fighting feat for free, regardless of if you meet the prerequisites.
Whirling Blades 4: At level 20 you can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Soulfire: Starting at level 4 you gain the ability to ignore a portion of enemy fire resistance.
Dervish Dance: As the Dervish class feature.\, except that activating and maintaining this ability requires spending a swift action each round.
Acrobatic Mastery: At 8th level you can take 10 on balance, jump and tumble checks even when distracted or threatened.
Divine Soulfire: At 12th level, half of any fire damage you deal is divine fire damage, meaning resistance and immunity do not negate it.
One Thousand Cuts: At 20th level, once per day you can make an extra attack for every attack you make in the round, at the same attack bonus, with all the same modifiers. This effectively doubles the number of attacks you can make for one round each day - this ability cannot increase your number of attacks by a number larger than the number of attacks you could have made without using this ability.