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Ralasha
2010-03-09, 06:17 AM
Been a while since I have posted, or even logged on here. This is an attempt at a 3.0/3.5 alternative to the monk.
Battle Dancer

No Fluff, too tired to care., and waste of time.

Alignment: Any

Hit Die: D8

Class Skills:
The battle dancers class skills (and the key ability for each are)
Balance(Dex), Climb(Str), Intimidate(Cha), Jump(Str), Listen(Wis),
Move Silently(Dex), Perform (Dance)(Cha), Spot(Wis), Swim(Str),
Tumble(Dex), and Use Rope(Dex).
Skill Points at first level: (4+Int mod)x4
Skill Points at each additional level: 4+Int


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Dodge Bonus|Features
1st|
+1|
+0|
+2|
+0|
+0|Battle Dance, Imp. Unarmed Strike

2nd|
+2|
+0|
+3|
+0|
+0|Fast Movement

3rd|
+3|
+1|
+3|
+1|
+0|Improved Shield Bash

4th|
+4 |
+1|
+4|
+1|
+1| Kip Up
5th|
+5 |
+2|
+4|
+2|
+1| En Passant

6th|
+6/+1 |
+2|
+5|
+2|
+1| Bonus Feat

7th|
+7/+2 |
+3|
+5|
+3|
+2| Improved Initiative

8th|
+8/+3 |
+3|
+6|
+3|
+2| Imp Deflect Arrows

9th|
+9/+4 |
+4|
+6|
+4|
+2| Bonus Feat

10th|
+10/+5 |
+4|
+7|
+4|
+3| Improved Battle Dance

11th|
+11/+6/+1 |
+5|
+7|
+5|
+3|

12th|
+12/+7/+2 |
+5|
+8|
+5|
+3| Bonus Feat
13th|
+13/+8/+3 |
+6|
+8|
+6|
+4|Battle Balance
14th|
+14/+9/+4 |
+6|
+9|
+6|
+4|Acrobatic Charge
15th|
+15/+10/+5 |
+7|
+9 |
+7|
+4| Along the Walls, Bonus Feat

16th|
+16/+11/+6/+1|
+7|
+10|
+7|
+5|

17th|
+17/+12/+7/+2|
+8|
+10|
+8|
+5| Great Cleave

18th|
+18/+13/+8/+3|
+8|
+11|
+8|
+5| Bonus Feat

19th|
+19/+14/+9/+4 |
+9|
+11|
+9|
+6|

20th|
+20/+15/+10/+5|
+9 |
+12|
+9|
+6| Perfected Battle Dance [/table]



Class Features:
Weapon and Armor Proficiency: The battle dancer begins with Light Armor and Shield Proficiencies, as well as all Simple Weapon proficiencies.

Bonus Feats: At level 6 and each 3 levels after the battle dancer gains a bonus feat. These feats must be picked from the Fighters Bonus Feats List. A battle dancer counts as a fighter of their level -4.

Battle Dance (Ex): The character may make multiple attacks each round, as long as they have something to attack with, the number of attacks is based upon their battle dancer level, gaining an extra 3 attacks per 5 levels after 1st, so 6 at 6th 9 at 11th etc.. A human battle dancer at first level, wielding a sword, and shield, as an example. Could attack one with the sword, bash another one with the shield, and then perform a kick. Each attack including the first is made at a successive -2 penalty, thus the above example would be performed at -1 -3 -5. Similar to a monks flurry of blows. A 6th level character with no feats or alterations to the character aside from base attack bonus would be capable of performing six attacks, as follows, 4, 2, 0, -2, -4, -6. And at 11th: 9, 7, 5, 3, 1, -1, -3, -5, -7. 3 attacks for each base attack. This ability is a full round action. The character must be proficient with the weapons they are using, or they cannot perform the battle dance. Shields however do not require proficiency as a weapon. The given examples assume the character has no bonuses, and do not include the Improved version of Battle Dance gained at level 10. In addition for every 4 ranks the character has in Perform (Dance), they gain an addition +1 to reflex saves, attacks made, and AC during the battle dance, thus a level 1 character with 4 ranks in Perform (Dance) would attack at 0, -2, -4, rather than -1 ,-3, -5. Again, this is assuming the character has no bonuses. The Melee Attack Bonus is used to modify the attacks.

Improved Unarmed Strike (Ex): As the monk ability, this class does not however, get the monks unarmed damage.

Fast Movement (Ex): The battle dancer is so used to moving quickly, even while attacking that they move faster on their feet as a result. Increasing Base Movement by 10 feet.

Improved Shield Bash (Ex): The battle dancer has learned to keep their shield in position to receive strikes, even while attacking with it. If the character already has this feat, you may take another from the following list, alternatively, if you do not use a shield, you may also choose a feat from the following list.
The following do not require the Prerequisites, if any: Blind Fight, Improved Disarm, Improved Trip, Combat Reflexes, Dodge, Quick Draw, Run, Weapon Finesse, Cleave, or Improved Toughness.
The Following Require the Prerequisites, if any: Die Hard, Improved Diehard, Leap of the Heavens, Shield Specialization.

Kip Up(Ex): The character may get up (such as from the prone position) as a free action.

En Passant(Ex): Strike fast, and make it hurt. The character adds their Dexterity to their damage. This is precision damage, and does not work against opponents immune to critical hits.

Improved Initiative(Ex): The character is so quick in battle, that there is a good chance they will go first.

Improved Deflect Arrows(Ex): So long as the battle dancer has performed the Battle Dance on their previous turn, they may Deflect a number of projectiles equal to their number of Base Attacks. Then remove the number of projectiles deflected from the number of attacks during their battle dance on the next turn. If they are not performing their battle dance next turn, instead they forfeit their movement.

Improved Battle Dance(Ex): The character no longer takes such a hefty penalty for making so many attacks, the penalties are reduced to -1. Thus at level 10 base attack bonus +10/+5 the character attacks as +9/+8/+7/+6/+5/+4. In addition, they may move up to 5 feet in order to reach their next opponent during the battle dance if no other enemies are within melee range. The attacks are based on highest Melee Attack Bonus.

Battle Balance (Ex): As long as the character is in combat, they gain a +4 on any check or save to remain standing.

Acrobatic Mobility (Ex): The battle dancer may move over rough or uneven terrain normally to reach foes, and even when out of combat. This ability allows them to charge, and at level 20, to move in a straight line to reach an opponent that would otherwise be blocked by obstacles, during their battle dance.

Along the Walls (Su): the battle dancer may move double move, or run along a wall, and end their turn on the wall, as long as they continue moving in the same direction. If they stop, or change direction, it must be either downwards, or they fall off, and take appropriate falling damage. They do not have to start by moving up on the wall, as long as they are moving alongside it for 10 feet before they begin.

Great Cleave (Ex): The character can now strike with such great speed, that whenever an enemy falls they may use the remaining momentum to strike another.

Perfected Battle Dance (Ex): The battle dancers Battle Dance now begins at full Melee Attack Bonus, and they may move up to their movement to reach an opponent either before, or during it. So long as they have no used up all of their movement that turn. They may only move once per round. This ability stacks with spells and feats such as haste, or spring attack.

Temotei
2010-03-09, 06:22 AM
I'll save you, formatting! (http://www.giantitp.com/forums/showthread.php?t=10313)

That guide shall help you in your quest. *gong*

Ralasha
2010-03-09, 06:31 AM
Nevermind, figured it out, though I'm still trying to figure out how to make a table.

Temotei
2010-03-09, 06:53 AM
Nevermind, figured it out, though I'm still trying to figure out how to make a table.

Quote this post.

{table=head]Level|Base Attack [br] Bonus|Fort Save|Ref Save|Will Save|AC Bonus|Features
1|+1| +0|+2|+0|+0|Battle Dance, Improved Unarmed Strike
2|+2| +0|+3|+0|+0|Fast Movement
3|+3| +1|+3|+1|+0|Improved Shield Bash
4|+4| +1|+4|+1|+1|
5|+5| +2|+4|+2|+1|Kip Up
6|+6/+1|+2|+5|+2|+1|Bonus feat
7|+7/+2|+3|+5|+3|+2|
8|+8/+3|+3|+6|+3|+2|Improved Deflect Arrows
9|+9/+4|+4|+6|+4|+2|Bonus feat
10|+10/+5|+4|+7|+4|+3|Improved Battle Dance
11|+11/+6/+1|+5|+7|+5|+3|
12|+12/+7/+2|+5|+8|+5|+3|Bonus feat
13|+13/+8/+3|+6|+8|+6|+4|
14|+14/+9/+4|+6|+9|+6|+4|
15|+15/+10/+5|+7|+9|+7|+4||Along the Walls, bonus feat
16|+16/+11/+6/+1|+7|+10|+7|+5|
17|+17/+12/+7/+2|+8|+10|+8|+5|
18|+18/+13/+8/+3|+8|+11|+8|+5|BF
19|+19/+14/+9/+4|+9|+11|+9|+6|
20|+20/+15/+10/+5|+9|+12|+9|+6|Perfected Battle Dance[/table]

Geiger Counter
2010-03-09, 07:00 AM
Sheild bash and deflect arrows do not have synergy.
You must fight with weapons, but get unarmed attacks.
Way too many dead levels (no special abilities gained).
Just adding fighter feats is just lazy.
I'm not sure If I understand most of what this class does.
Do you you ever have to make perform (dance) checks?

Ralasha
2010-03-09, 07:09 AM
What the class does, is kill things, the fighter feats weren't just being lazy, but a way of increasing its combat capability, since most of its attacks are made at a penalty. No, they don't make dance checks, that was a previous version, where they gained certain abilities from dancing, it has since been removed. Also, I might point out, there are many classes with deal levels I'm not trying to make something that gets a benefit at every level. I'm trying to build something balanced. They used to get Multi-weapon Fighting feats, but those were removed. Originally the attacks were -5 each, not including the original and they were gradually reduced to -1. As a side note, I have a question, not intended to be hostile in any way, nor is anything else I post... How is 9 levels with no benefit way too many, also, you don't have to fight with weapons. If you go purely unarmed, it still works. Unarmed strikes are weapons. Also, the character gets deflect arrows, regardless of wether or not they wield a shield. In D&D there is no contingent rule for using a shield to block an arrow, it merely adds AC. That aside, the character will always have an available weapon to deflect the arrow with, since it uses its feet as well as any shield or weapon.

Temotei
2010-03-09, 07:19 AM
Spell out bonus feat in the table. Format the skills section like in the Player's Handbook.


Along the Walls, the Battle Dancer...

The comma should be a colon. As well, don't capitalize the class's name when not in the table, headers, or any such important place.

Bold every header.

Get rid of the spoilers.

If you're worried about balance, make some flavorful abilities. Something like...with a Perform check, you gain a +1 bonus on all battle dance attacks. There. Put that at every fourth level or so and you have an ability filling up a few spaces.

Ralasha
2010-03-09, 08:00 AM
Any further advice please?

JoshuaZ
2010-03-09, 12:54 PM
Formatting needed on class skills. It looks like there are some hidden line returns.

It may be a good idea to specify which abilities are supernatural and which are extraordinary.

Some fluff might be nice.

Consider also increasing skill points to 4 + int per a level. And maybe include listen and spot as class skills.

Ralasha
2010-03-09, 01:50 PM
What do you mean by Fluff?

JoshuaZ
2010-03-09, 01:59 PM
What do you mean by Fluff?

Well, how are they trained? What are there general goals? How do they generally interact with other classes? Flavory stuff.

Temotei
2010-03-09, 11:18 PM
The radiant monk is a harbinger of light and destroyer of darkness. They use their powers of the sun and light to save and protect lives, restore the sick to health, and ultimately, bring their foes down, whether a physical being or not. Powers of the darkness beware--the radiant monks are here, and they're not much for conversation.
Adventures: The radiant monk adventures in the name of good and rightness. Sometimes, a deity will call upon a radiant monk to complete a quest for the upper-being. They follow these callings to the lettering, will fight until the death, and will perform any acts of sacrifice to get the job done. Radiant monks are often known as a serious lot, but sometimes there is one who will bring enthusiasm and cheer to a group.
Characteristics: The power of the light guides the radiant monk, and grants abilities allowing them to heal, protect themselves and others, and defeat their enemies with brilliant power. One of the main abilities of the radiant monk is to fight unarmed.
Another power is bringing bright light to bear, striking open-palmed against an opponent. It's said that powerful radiant monks can blind foes with this ability. Many capabilities of the radiant monk deal with light, especially from the sun.
There have been tales telling of the radiant monk's most potent ability. It's said that if they had the heart (or lack thereof), they could burn a whole village down within minutes. The flames are supposed to be blindingly bright, flaring strongly and often, vanquishing foes within seconds.
Alignment: The radiant monk is a creature of good. One could fight for the freedom of a people; another just doing what they can to bring the light to people and their lives.
Religion: Pelor is the patron deity of most radiant monks. Other deities are Heironeous, for those with a lawful bent, Ehlonna for nature-loving radiant monks and elves, Moradin for the dwarves, and Kord, for the combat-loving ones--the ones that like to crush faces (half-orcs).
Background: Radiant monks come from a variety of backgrounds. One may be from a monastery, trained in the knowledge of light and the use of it. Another may be from a farmstead in the country, who learned to spar as a young child, and grew to love the sun and its power; but learned to respect it as well. Wherever a radiant monk is from, they all serve a common purpose--to work, fight, and protect the world for good.
Races: Humans answer the calling of the radiant monk often, following the path of the light. Elves often already follow the ways of the radiant monk, being a goodly race, and a nature-loving one at that, causing an inherent love of the sun. Half-elves often go this course as well, feeling the same as humans or elves...or perhaps both. Sometimes dwarves will come into the mix, but this is more uncommon. They would usually rather stay underground, close to the stone. The other races are rare to see as radiant monks.
Other Classes: Radiant monks naturally like paladins, because of their strong moral fiber, and in the knowledge that they, too, feel the light within them. Good monks are similar to them in many ways, and radiant monks will often be eager to travel with these unarmed masters. Clerics often show great synergy with the radiant monk; especially the good clerics. They're able to shield and heal allies, and they often follow the light as well. Good rangers sometimes match up with the radiant monks, and feel a bit of kinship, although it's a thin line. Barbarians are viewed by the radiant monks in a neutral way. They're a wonderful way to get some chaos into a fight--sometimes, just what they need. Wizards and sorcerers are viewed neutrally as well. They can be useful, and often create even more chaos than the barbarian can, but they sometimes just can't get out of their books, or in the case of the sorcerer, their egos. Bards are viewed as good companions by the radiant monk. They provide entertainment, and in combat, will help the radiant monk to be able to better perform--just what they want. Rogues are often viewed at first as untrustworthy, but this may simply be because of the stereotypical shadow-following one.
Role: The radiant monk is able to perform admirably in straightforward combat, with the help of special abilities. They are particularly good at banishing darkness and those sensitive to the light, but against a radiant monk, any enemy ought to be afraid.

Disease, pain, suffering, and blight is everywhere. One just has to look for it. In some cases, searching for a source leads to a creature. This creature may be a debaser. In those cases, beware, for the corruption that creature can cause is beyond what most mortals know. For this reason, debasers have come to be known as "soul-sucking bastards."
Adventures: A debaser may adventure for several reasons. If they're evil, a common reason is to simply increase their power by practicing on settlements and innocents. They adventure for the purpose of being the best (by throwing others down). One who is not so evil or corrupted may decide to adventure on a whim, letting fate take them where it will, or they might adventure because of a higher-up ordering them to in a guild or organization. There are all kinds of reasons to adventure, but the least common for debasers is helping others. In contrast, a debaser might want to save the world or some part of it because that is what they revel in destroying and reducing.
Characteristics: Debasers cast spells similar to the way a beguiler does. They focus on spells that "debuff" an enemy or multiple enemies. The same goes for their class features. Fell drain saps life from an enemy and powers the debaser with the energy, and the debaser's other class features have similar effects, like the debaser's curse, the namesake of the class. Altogether, a debaser is about weakening enemies so that they may take over them more easily.
Alignment: Of the alignments, debasers are most commonly evil, but some are neutral. Their abilities focus on weakening and debasing others, so it's no wonder there are so very few good debasers. Even those who are have trouble staying on the path, usually tending more towards neutral in the end. Debasers also tend towards chaos, with their scourge bringing such to the lands they visit.
Religion: Debasers worship neutral and evil gods, and sometimes (although rare), a debaser might even follow the path of a good deity, although their views most likely conflict in a few ways. One debaser could be a trickster of sorts, relying on making others sick for short periods of time to show them a lesson, worshiping Olidammara. Another could be a follower of Nerull, bringing a blight upon whomever they meet.
Background: A debaser could come from anywhere. One could be a demon from the abyss, using fell magic and drains to sap the life out of the world. Another could be a simple human from a life of peasantry, learning how to use their power to advance in life. Yet another could be a king, keeping others below him by weakening would-be usurpers.
Races: Any race can be a debaser, but the more savage populations tend to steer clear of this particular profession. Those races that tend to have a population of charismatic individuals often become debasers.
Other Classes: Debasers don't often get along with paladins, as their conflicting views on the subject of morality come into play. Barbarians tend to dislike debasers as well, with their views on the occult, furthered by the debaser's outlook on life--a thing to be drained. Sorcerers and bards might enjoy the company of someone sharing their abilities. Rogues, having similar combat skills and sometimes philosophies, often associate with debasers. Wizards often welcome another user of magic into an adventuring party, but those with a less necromantic view of magic might find their use of it repulsive. Clerics sometimes like to have a debaser on their team--especially war clerics. Druids are sometimes alright with debasers--until they pick on nature. Monks hold a fairly neutral view of debasers, and the same goes for rangers, although they sometimes take to the druid point of view.
Role: Debasers are usually indirect support characters. They can hold their own in melee (usually after cursing their target) with their weapons of choice, which usually happen to be the most painful or the most wicked, but much of their power comes from controlling the battlefield, weakening enemies so allies and possibly the debasers themselves can wade in and crush them easily. Essentially, the debaser is the opposite of the bard. While bards power up their allies, thereby ending enemies, debasers power down enemies, thereby ending them in a different way.

That's fluff.

Zaakar
2010-03-10, 06:55 AM
Way too many dead levels (no special abilities gained).
Just adding fighter feats is just lazy.

I disagree. Bonus feats are allways a nice way to allow customization of a character.

The thing I don't like about the class is that is kinda a one trick pony. Except from the bonus feats and some minor stuff (like Kip Up), full attacks is pretty much the only thing this class does in combat. If you go 20 levels in this class, you get very little finesse in combat. It's far from the worst class out there, I'm just saying maybe you should add somthing a little bit different.

I take it Battle Dance can only be used with melee weapons, but you should specify this.

I think Battle Dance should improve according to your Battle Dancer level, rather then your Base Attack Bonus. The way this class is written now, it's a kinda cheesy one level dip choise. (A 19 barbarian/1 Battle Dancer will still get 12 attacks on a full attack.)

Balance wise, I'm far from an expert, but I expect that if you wield two weapons and is hasted, the 16 attacks you get makes a pretty good chanse for vorpal if you wield such weapons. In general, having 13 attacks (which is easy to come by with this class) seem a little overpowered to me. I would nerf it to one additional attack per normal attack and add something that isn't based on making full attacks. As a start.

Ralasha
2010-03-10, 07:06 AM
The way I have it set up, it won't matter if you weild two weapons, you still get the same number of attacks. As far as the one trick pony comment... no more so than a Fighter. As a side note, making it so you could get the extra attacks without a full attack would also make it too powerful, as it would be easier to abuse. On the other hand, If you had looked, it does improve with levels, and someone taking 1 level would be kinda... blowing it as he would be stuck with the -2 to each attack (Including first) rather than a -1 (At level 10).
The Attack penalty is to balance it out.
Hmm, perhaps I should increase it as levels get higher. A specialist is usually better than a generalist for 2 reasons:
1: They are more experienced in their area of expertise.
2: The generalist is not as good at what they do.

Temotei
2010-03-10, 07:43 AM
The way I have it set up, it won't matter if you weild two weapons, you still get the same number of attacks.

Change it then.


As far as the one trick pony comment... no more so than a Fighter.

That's an awful point. :smallamused:


Hmm, perhaps I should increase it as levels get higher. A specialist is usually better than a generalist for 2 reasons:
1: They are more experienced in their area of expertise.
2: The generalist is not as good at what they do.

I disagree. A bard is better than a fighter, and a wizard is better than...anything (in core). Looking at the barbarian as a specialized class (rage, full attack, full attack, etc.), then at the bard as a general class, you find the bard more powerful (semi-spellcasting helps) by a notable amount--especially once you get out of core (sublime chord, etc.).

Glibness! I am king. You have betrayed me. I command you to be sent to death. Go tell the guards over there what you want.
Of course...
Hehehe.

Bard! :smallcool:

Ralasha
2010-03-10, 09:10 AM
I think that would most likely be very bad for the bard, if the barbarian ever found out.

Also: no, I won't change it. Since the idea is that the character already uses any attacks it has. the shield and sword for instance, followed by its foot?
It is already multi-weapon fighting. Thats what it's dance is. It moves around quickly, kicking ass. Like a Jet-Li character.

On the other hand, I hardly ever play Core only, and my fighters generally have very little trouble dispatching spellcasters... or town guards three four or even five levels above them.

A battle dancer with 4 arms for instance, would get five attacks, rather than 3. It still needs a foot on the ground.

My dominate guy: You're immune to mind effects, well, good thing this true domination spell isn't considered mind effecting. I love being able to alter a spells descriptors, types and such. It's fun to dominate undead. But, things like that require a specialist.

Also on the topic of bard out of core... no thanks, I'll go Factotum Chameleon.

On the other hand, thers my chronomancer, another specialist.
Order of Combat: Me. That is all.
I go first, and I have near infinite turns, this is of course, at level 12.

Ralasha
2010-03-10, 09:55 PM
Just because I can, I am going to post the original here.

Battle Dancer

Alignment: Any none chaotic, any non lawful.

Hit Die: D8

Class Skills:
The battle dancers class skills (and the key ability for each are)
Balance(Dex), Climb(Str), Intimidate(Cha), Jump(Str), Listen(Wis),
Move Silently(Dex), Perform (Dance)(Cha), Spot(Wis), Swim(Str),
Tumble(Dex), and Use Rope(Dex).
Skill Points at first level: (2+Int mod)x4
Skill Points at each additional level: 2+Int
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Dodge Bonus|Features
1st|
+1|
+0|
+2|
+0|
+0|Battle Dance, Imp. Unarmed Strike

2nd|
+2|
+0|
+3|
+0|
+0|Fast Movement

3rd|
+3|
+1|
+3|
+1|
+0|Improved Shield Bash

4th|
+4 |
+1|
+4|
+1|
+1|
5th|
+5 |
+2|
+4|
+2|
+1| Kip Up

6th|
+6/+1 |
+2|
+5|
+2|
+1| Bonus Feat

7th|
+7/+2 |
+3|
+5|
+3|
+2|

8th|
+8/+3 |
+3|
+6|
+3|
+2| Imp Deflect Arrows

9th|
+9/+4 |
+4|
+6|
+4|
+2| Bonus Feat

10th|
+10/+5 |
+4|
+7|
+4|
+3| Improved Battle Dance

11th|
+11/+6/+1 |
+5|
+7|
+5|
+3|

12th|
+12/+7/+2 |
+5|
+8|
+5|
+3| Bonus Feat
13th|
+13/+8/+3 |
+6|
+8|
+6|
+4|
14th|
+14/+9/+4 |
+6|
+9|
+6|
+4|Acrobatic Charge
15th|
+15/+10/+5 |
+7|
+9 |
+7|
+4| Along the Walls, Bonus Feat

16th|
+16/+11/+6/+1|
+7|
+10|
+7|
+5|

17th|
+17/+12/+7/+2|
+8|
+10|
+8|
+5|

18th|
+18/+13/+8/+3|
+8|
+11|
+8|
+5| Bonus Feat

19th|
+19/+14/+9/+4 |
+9|
+11|
+9|
+6|

20th|
+20/+15/+10/+5|
+9 |
+12|
+9|
+6| Perfected Battle Dance [/table]

Class Features:
Weapon and Armor Proficiency: The battle dancer begins with Light Armor and Shield Proficiencies, as well as all Simple Weapon proficiencies.

Bonus Feats: At level 6 and each 3 levels after the battle dancer gains a bonus feat. These feats must be picked from the Fighters Bonus Feats List. A battle dancer counts as a fighter of their level -4.

Battle Dance (Ex): The character may make multiple attacks each round, as long as they have something to attack with, the number of attacks is based upon their battle dancer level, gaining an extra 3 attacks per 5 levels after 1st, so 6 at 6th 9 at 11th etc.. A human battle dancer at first level, wielding a sword, and shield, as an example. Could attack one with the sword, bash another one with the shield, and then perform a kick. Each attack including the first is made at a successive -2 penalty, thus the above example would be performed at -1 -3 -5. Similar to a monks flurry of blows. A 6th level character with no feats or alterations to the character aside from base attack bonus would be capable of performing six attacks, as follows, 4, 2, 0, -2, -4, -6. And at 11th: 9, 7, 5, 3, 1, -1, -3, -5, -7. 3 attacks for each base attack. This ability is a full round action. The character must be proficient with the weapons they are using, or they cannot perform the battle dance. Shields however do not require proficiency as a weapon. The given examples assume the character has no bonuses, and do not include the Improved version of Battle Dance gained at level 10. In addition for every 4 ranks the character has in Perform (Dance), they gain an addition +1 to reflex saves, attacks made, and AC during the battle dance, thus a level 1 character with 4 ranks in Perform (Dance) would attack at 0, -2, -4, rather than -1 ,-3, -5. Again, this is assuming the character has no bonuses. The Melee Attack Bonus is used to modify the attacks.

Improved Unarmed Strike (Ex): As the monk ability, this class does not however, get the monks unarmed damage.

Fast Movement (Ex): The battle dancer is so used to moving quickly, even while attacking that they move faster on their feet as a result. Increasing Base Movement by 10 feet.

Improved Shield Bash (Ex): The battle dancer has learned to keep their shield in position to receive strikes, even while attacking with it. If the character already has this feat, you may take another from the following list, alternatively, if you do not use a shield, you may also choose a feat from the following list.
The following do not require the Prerequisites, if any: Blind Fight, Improved Disarm, Improved Trip, Combat Reflexes, Dodge, Quick Draw, Run, Weapon Finesse, Cleave, or Improved Toughness.
The Following Require the Prerequisites, if any: Die Hard, Improved Diehard, Leap of the Heavens, Shield Specialization.

Kip Up(Ex): The character may get up (such as from the prone position) as a free action.

Improved Deflect Arrows(Ex): So long as the battle dancer has performed the Battle Dance on their previous turn, they may Deflect a number of projectiles equal to their number of Base Attacks. Then remove the number of projectiles deflected from the number of attacks during their battle dance on the next turn. If they are not performing their battle dance next turn, instead they forfeit their movement.

Improved Battle Dance(Ex): The character no longer takes such a hefty penalty for making so many attacks, the penalties are reduced to -1. Thus at level 10 base attack bonus +10/+5 the character attacks as +9/+8/+7/+6/+5/+4. In addition, they may move up to 5 feet in order to reach their next opponent during the battle dance if no other enemies are within melee range. The attacks are based on highest Melee Attack Bonus.

Acrobatic Mobility (Ex): The battle dancer may move over rough or uneven terrain normally to reach foes, and even when out of combat. This ability allows them to charge, and at level 20, to move in a straight line to reach an opponent that would otherwise be blocked by obstacles, during their battle dance.

Along the Walls (Su): the battle dancer may move double move, or run along a wall, and end their turn on the wall, as long as they continue moving in the same direction. If they stop, or change direction, it must be either downwards, or they fall off, and take appropriate falling damage. They do not have to start by moving up on the wall, as long as they are moving alongside it for 10 feet before they begin.

Perfected Battle Dance (Ex): The battle dancers Battle Dance now begins at full Melee Attack Bonus, and they may move up to their movement to reach an opponent either before, or during it. So long as they have no used up all of their movement that turn. They may only move once per round. This ability stacks with spells and feats such as haste, or spring attack.