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Drake Gryphon
2010-03-30, 07:05 PM
OK a little info to keep in mind while looking over the class. The game I'm preparing for is based in Spira, based well after FFX2. In the game there was an event that removed the Far plane.

Spoiler Warning
If you don't know how FFX ends you may not want to read the fluff.

Battle Dancer
Fluff: After the destruction on Sin and the Aeons. Summoners we no longer possible, but people still died and required to be sent. So an order was created to Handle Fiends and preform sendings. Preforming sendings requires extensive training, and since they needed to be able to fight, they were trained in a way that covered both at once, Dance Fighting.
After the destruction of the Far Plain sendings were no longer possible, but death would still happen, so the order had to find a solution. The answer they came up with wasn't liked, but deemed needed, destroy the souls of the dead.

Game Rule Information
Abilities: Charisma is the most important for class features, followed by Strength for better melee attacks, and 3rd is Dexterity.
Alignment: Any
Hit Die: d8

Class Skills

Balance
Bluff
Climb
Craft (any)
Diplomacy
Hide
Gather Info
Intimidate
Jump
Listen
Perform (any)
Profession (any)
Search
Sense Motive
Slight of Hand
Spot
Swim

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Level: 6 + Int modifier

Weapon Prof: Simple and Martial
Armor Prof: Light
Starting Money: 4d4*10

Battle Dancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Showtime, Dance: Defensive Wall

2nd|
+2|
+0|
+3|
+3|Uncanny Dodge

3rd|
+3|
+1|
+3|
+3|Dance: Press the Attack

4th|
+4|
+1|
+4|
+4|Dance: Daggerfall

5th|
+5|
+1|
+4|
+4|Dance: Soul Burn

6th|
+6/+1|
+2|
+5|
+5|Dimension Step

7th|
+7/+2|
+2|
+5|
+5|Dance: Reaper's Vortex

8th|
+8/+3|
+2|
+6|
+6|Improved Uncanny Dodge

9th|
+9/+4|
+3|
+6|
+6|Dance: Improved Press the Attack

10th|
+10/+5|
+3|
+7|
+7|Practiced Dance

11th|
+11/+6/+1|
+3|
+7|
+7|Dance: Improved Reaper's Vortex

12th|
+12/+7/+2|
+4|
+8|
+8|Double Dance

13th|
+13/+8/+3|
+4|
+8|
+8|Dance: Greater Press the Attack

14th|
+14/+9/+4|
+4|
+9|
+9|Dance: Elemental Waltz

15th|
+15/+10/+5|
+5|
+9|
+9|Dance: Greater Reaper's Vortex

16th|
+16/+11/+6/+1|
+5|
+10|
+10|Triple Dance

17th|
+17/+12/+7/+2|
+5|
+10|
+10|Dance: Perfect Press the Attack

18th|
+18/+13/+8/+3|
+6|
+11|
+11|Dance of Death

19th|
+19/+14/+9/+4|
+6|
+11|
+11|Dance: Perfect Reaper's Vortex

20th|
+20/+15/+10/+5|
+6|
+12|
+12|Grand Finale
[/table]

Class Features

Showtime:
You may add you Cha mod to your initiative.

Dances:
You may only use one dance at a time. You gain the bonuses of any given dance as long as you maintain it. You may only change dances once per turn. A Battle dancer cannot use any dance powers while wearing medium or heavy armor. Each round the Battledancer is using a dance power, make an opening Perform(Dance) check, that does not prevoke AoO. This will set the dance power DC's for that round.


Defensive Wall:
Prerequisite: lv 1 Perform(dance) 4
Effect: Add Cha Mod to AC. Anyone making a melee attack against the Battle Dancer must make a reflex save (DC equal to that round's Perform check) or provoke AoO. This Ability does not grant any extra AoO.

Press the Attack:
Prerequisite: lv 3 Perform(dance) 6
Effect: Add Cha Mod to attacks. One enemy struck by your attack this turn must succeed a Will save (DC equal to that round's Perform check) or receive a -1 penalty to attack roles until the beginning of your next turn. The penalty incurred increases by 1 for every four more levels of Battle dancer you gain (ex -2 at 7, -3 at 11, etc etc).
Maintain: Free Action

Daggerfall:
Prerequisite: lv 4 Perform(dance) 7
Effect: You may target Dex Mod number of targets within 30 feet to be the target of a attack with a Phantom Dagger. The Phantom Daggers do 1d4+Dex Mod 18-20 3x.
Maintain: Full Round

Soul Burn:
Prerequisite: lv 5 Perform(dance) 8
Effect: Any number of incorporeal undead up to Dex mod within a radius of 20' take 1d4/ two levels of Battledancer +Cha mod fire damage (Will save half damage, DC equal to that round's perform check). At 12th level this damage increases to 1d6/ two levels. A Battledancer may use this power a number of rounds per day equal to Cha mod + half his ranks in Perform(dance), rounded down. Using this power within the radius of a corpse of the recently deceased (2 hours/class level) destroys the soul, preventing that creature from being brought back to life by such spells as raise dead and resurrection, though a wish or miracle spell may still be used.
Maintain: Move Action

Reaper's Vortex:
Prerequisite: lv 7 Perform(dance) 10
Effect: Once per turn you can make one melee attack at your full base attack bonus with each Weapon you wield, against each opponent within reach.
Maintain: Full round action

Improved Press the Attack:
Prerequisite: lv 9 Perform(dance) 12
Effect: You may add your Cha mod to damage.

Improved Reaper's Vortex:
Prerequisite: lv 11 Perform(dance) 14
Maintain: Standard Action

Greater Press the Attack:
Prerequisite: lv 13 Perform(dance) 16
Effect: One target you hit must make a will save (DC equal to that round's Perform check), if your target fails, you may move them 5 * Dex mod feet

Elemental Waltz:
Prerequisite: lv 14 Perform(dance) 17
Effect: Each round you use this dance choose a damage type (fire, ice, electric, acid, or sonic) you may add 1d4+Cha Mod in damage of that type to all your attacks.
Maintain: Free Action

Greater Reaper's Vortex:
Prerequisite: lv 15 Perform(dance) 18
Effect: Any target you hit must make a fort save (DC equal to that round's Perform check), if your target fails, you knock them 5 * Str mod feet away

Perfect Press the Attack:
Prerequisite: lv 17 Perform(dance) 20
Effect: After moving your target you may attempt to trip them, You may use a Preform(dance) check instead of a strength check

Perfect Reaper's Vortex:
Prerequisite: lv 19 Perform(dance) 22
Maintain: Move action


Uncanny Dodge:
You gain the uncanny dodge.

Dimension Step:
You may use Dimension Step a number of times per day equal to your Cha mod, but only on your self, as a move action.

Improved Uncanny Dodge:
You gain improved uncanny dodge.

Practiced Dance:
You may take 10 on your dance checks.

Double Dance:
Use 2 dances at once.

Triple Dance:
Use 3 dances at once

Dance of Death:
When ever you drop an opponent you gain a bonus to your Cha Score of +2 that lasts for Cha Mod Rounds

Grand Finale:
Once per day you may make a Perform(dance) check. For every 5 points you make you may add +1 to all rolls you make and reroll any natural 1s on d20 rolls for the next 2 rounds. After that you may not Perform any dances for the rest of the encounter.


Game Rule Information
Abilities: Charisma is the most important for class features, followed by Strength for better melee attacks, and 3rd is Dexterity or Constitution.
Alignment: Any
Hit Die: d8

Class Skills

Balance
Bluff
Climb
Craft (any)
Diplomacy
Hide
Gather Info
Intimidate
Jump
Listen
Preform (Dance)
Profession (any)
Search
Sense Motive
Slight of Hand
Spot
Swim

Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Level: 8 + Int modifier

Weapon Prof: Simple and Martial
Armor Prof: Light
Starting Money: 4d4*10

Battle Dancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Dance Fighting, Dance: Defensive Wall

2nd|
+1|
+0|
+3|
+3|Two Weapon Fighting

3rd|
+2|
+1|
+3|
+3|Dance: Press the Attack, Two Weapon Defense

4th|
+3|
+1|
+4|
+4|Skill Focus(Preform(dance))

5th|
+3|
+1|
+4|
+4|Dance: Soul Burn

6th|
+4|
+2|
+5|
+5|Dimension Step

7th|
+5|
+2|
+5|
+5|Dance: Reaper's Vortex

8th|
+6/+1|
+2|
+6|
+6|Improved Two Weapon Fighting

9th|
+6/+1|
+3|
+6|
+6|Dance: Improved Press the Attack, Improved Two Weapon Defense

10th|
+7/+2|
+3|
+7|
+7|Practiced Dance

11th|
+8/+3|
+3|
+7|
+7|Dance: Improved Reaper's Vortex

12th|
+9/+4|
+4|
+8|
+8|Greater Skill Focus(Preform(dance))

13th|
+9/+4|
+4|
+8|
+8|Dance: Greater Press the Attack

14th|
+10/5|
+4|
+9|
+9|Double Dance

15th|
+11/+6/+1|
+5|
+9|
+9|Dance: Greater Reaper's Vortex, Greater Two Weapon Fighting

16th|
+12/+7/+2|
+5|
+10|
+10|Greater Two Weapon Defense

17th|
+12/+7/+2|
+5|
+10|
+10|Dance: Perfect Press the Attack

18th|
+13/+8/+3|
+6|
+11|
+11|Two Weapon Rend

19th|
+14/+9/+4|
+6|
+11|
+11|Dance: Perfect Reaper's Vortex

20th|
+15/+10/+5|
+6|
+12|
+12|
[/table]

Class Features

Dance Fighting:
Preform(Dance) Checks do not provoke Attacks of Opportunity

Dances:
You may only use one dance at a time. You gain the bonuses of any given dance as long as you maintain it. You may only change dances once per turn.

Defensive Wall
Free Action to maintain. Add Dance Check for AC, Attacking the dancer provokes AoO.

Press the Attack
Free Action to Maintain. Use Dance Check to attacks, you may add your BAB to this check.

Soul Burn
Standard Action to maintain. Any incorporeal enemies with in cha mod * 5 feet of the dancer take fire damage equal to the Dance Check. After 1 min of this dance in an area where there are dead bodies, will destroy that body's Soul.

Reaper's Vortex
Full Round Action to maintain. Once per turn you can make one melee attack at your full base attack bonus with each Weapon you wield, against each opponent within reach.

Improved Press the Attack
You may add your Cha mod to damage.

Improved Reaper's Vortex
Now a standard action to maintain.

Greater Press the Attack
DC 10 + 1/2 level + Cha Mod Will Check, if your target fails, you may move them 5 * cha mod feet

Greater Reaper's Vortex
DC 10 + 1/2 level + Cha Mod Fort Check, if your target fails, you knock them 5 * cha mod feet away

Perfect Press the Attack
After moving your target you may attempt to trip them, using your dance check instead of a strength check

Perfect Reaper's Vortex
Free Action to maintain

Two Weapon Fighting:
You gain the Two Weapon Fighting Feat even if you do not meet the prerequisites.

Two Weapon Defense:
You gain the Two Weapon Defense Feat even if you do not meet the prerequisites.

Skill Focus(Preform(dance)):
You gain the Skill Focus(Preform(dance)) Feat.

Dimension Step:
You may use Dimension Step a number of times per day equal to your Cha mod, but only on your self, as a move action.

Improved Two Weapon Fighting:
You gain the Improved Two Weapon Fighting Feat even if you do not meet the prerequisites.

Improved Two Weapon Defense:
You gain the Improved Two Weapon Defense Feat even if you do not meet the prerequisites.

Practiced Dance:
You may take 10 on your dance checks.

Greater Skill Focus(Preform(dance)):
You gain the Greater Skill Focus(Preform(dance)) Feat. This Adds a +6 to the skill check.

Double Dance:
Use 2 dances at once.

Greater Two Weapon Fighting:
You gain the Greater Two Weapon Fighting Feat even if you do not meet the prerequisites.

Greater Two Weapon Defense:
You gain the Greater Two Weapon Defense Feat even if you do not meet the prerequisites.

Two Weapon Rend:
You gain the Two Weapon Rend Feat even if you do not meet the prerequisites.

I know I'm missing a cap stone ability, but I'm not sure what to add. Suggestions or Comments?

FishAreWet
2010-03-30, 07:32 PM
Level 20 build has a Dance check of:
23 Ranks
06 Skill Focus
15 BAB
15 Cha
10 Item
23 Item Familiar
=+92 to Attack or AC.
Skills are borked. Even without Item Familiar you're insane.

Also, you might want to rewrite Dance check to Perform(Dance) check.

Also, feats are boring class features. I suggest more dances, less "Improved" dances and Bonus Feats instead of given ones. Anyone playing this class will take the feats given before the class grants them if they want to keep up anyways. Or not take them at all in the case of the Two Weapon Defense line.

Temotei
2010-03-30, 07:57 PM
You get press the attack at 3rd level. Assuming an elite array (15 Charisma to start), that gives a +2 bonus. We won't add any magic items.

Dance check:
6 ranks + 10 average = 16
16 + 2 Charisma bonus = 18
18 + 2 base attack bonus = +20 to attacks or armor class.

Even with a terrible roll of 1, you still get 20 - 9 = +11 to attacks or armor class. At 3rd level. With bad stats, no magic items, and no feats enhancing the skill.

Make a different mechanic for that. At 4th level, you get another +1 from an ability score increase. Once you have enough wealth to boost skills with items and enough feats to boost that skill...well, then it's extremely broken.

Drake Gryphon
2010-03-30, 08:17 PM
@FishAreWet:
*I haven't read about item familar, what is it?
*Where does 15 Cha come from?
*I thought non epic item could only get a +5 to strike and +5 effect.

@Temotei:
Any ideas on how I should change the mechanic, but keep the flavor?


I see the point about the feats and more dances. Any ideas on what other dances could do?

FishAreWet
2010-03-30, 08:31 PM
@FishAreWet:
*I haven't read about item familar, what is it?
*Where does 15 Cha come from?
here (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm)

15 Cha -> 40 Cha
18+6(template)+2(class)+5(levels)+5(tome)+6(item)= 42. Even better then my guess.

Drake Gryphon
2010-04-01, 03:59 PM
Ok I did a overhaul on the class. Summary of the changes:

Removed bonus feats
Increased BAB to full
Reworked how dances are gained
Removed dance checks for attacks and defense
Added some new dances and abilities


Game Rule Information
Abilities: Charisma is the most important for class features, followed by Strength for better melee attacks, and 3rd is Dexterity or Constitution.
Alignment: Any
Hit Die: d8

Class Skills

Balance
Bluff
Climb
Craft (any)
Diplomacy
Hide
Gather Info
Intimidate
Jump
Listen
Perform (Dance)
Profession (any)
Search
Sense Motive
Slight of Hand
Spot
Swim

Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Level: 8 + Int modifier

Weapon Prof: Simple and Martial
Armor Prof: Light
Starting Money: 4d4*10

Battle Dancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Showtime, Dance: Defensive Wall

2nd|
+2|
+0|
+3|
+3|Uncanny Dodge

3rd|
+3|
+1|
+3|
+3|Dance: Press the Attack

4th|
+4|
+1|
+4|
+4|Dance: Daggerfall

5th|
+5|
+1|
+4|
+4|Dance: Soul Burn

6th|
+6/+1|
+2|
+5|
+5|Dimension Step

7th|
+7/+2|
+2|
+5|
+5|Dance: Reaper's Vortex

8th|
+8/+3|
+2|
+6|
+6|Improved Uncanny Dodge

9th|
+9/+4|
+3|
+6|
+6|Dance: Improved Press the Attack

10th|
+10/+5|
+3|
+7|
+7|Double Dance

11th|
+11/+6/+1|
+3|
+7|
+7|Dance: Improved Reaper's Vortex

12th|
+12/+7/+2|
+4|
+8|
+8|Dance: Elemental Waltz

13th|
+13/+8/+3|
+4|
+8|
+8|Dance: Greater Press the Attack

14th|
+14/+9/+4|
+4|
+9|
+9|Triple Dance

15th|
+15/+10/+5|
+5|
+9|
+9|Dance: Greater Reaper's Vortex

16th|
+16/+11/+6/+1|
+5|
+10|
+10|Dance of Death

17th|
+17/+12/+7/+2|
+5|
+10|
+10|Dance: Perfect Press the Attack

18th|
+18/+13/+8/+3|
+6|
+11|
+11|

19th|
+19/+14/+9/+4|
+6|
+11|
+11|Dance: Perfect Reaper's Vortex

20th|
+20/+15/+10/+5|
+6|
+12|
+12|Grand Finale
[/table]

Class Features

Showtime:
You may add you Cha mod to your initiative.

Dances:
You may only use one dance at a time. You gain the bonuses of any given dance as long as you maintain it. You may only change dances once per turn.


Defensive Wall:
Prerequisite: lv 1 Perform(dance) 4
Effect: Add Cha Mod to AC, Attacking the dancer provokes AoO
Maintain: Free Action

Press the Attack:
Prerequisite: lv 3 Perform(dance) 6
Effect: Add Cha Mod to attacks
Maintain: Free Action

Daggerfall:
Prerequisite: lv 4 Perform(dance) 7
Effect: You may target Cha Mod number of targets within Cha Mod * 5 feet to be the target of a attack with a Phantom Dagger. The Phantom Daggers do 1d4 18-20 3x.
Maintain: Full Round

Soul Burn:
Prerequisite: lv 5 Perform(dance) 8
Effect: Any incorporeal enemies with in cha mod * 5 feet of the dancer take fire damage equal to the Dance Check
After 1 min of this dance in an area where there are dead bodies, will destroy that body's Soul.
Maintain: Move Action

Reaper's Vortex:
Prerequisite: lv 7 Perform(dance) 10
Effect: Once per turn you can make one melee attack at your full base attack bonus with each Weapon you wield, against each opponent within reach.
Maintain: Full round action

Improved Press the Attack:
Prerequisite: lv 9 Perform(dance) 12
Effect: You may add your Cha mod to damage.

Improved Reaper's Vortex:
Prerequisite: lv 11 Perform(dance) 14
Maintain: Standard Action

Elemental Waltz:
Prerequisite: lv 12 Perform(dance) 15
Effect: Each round you use this dance choose a damage type (fire, ice, electric, acid, or sonic) you may add you Cha Mod in damage of that type to all your attacks
Maintain: Free Action

Greater Press the Attack:
Prerequisite: lv 13 Perform(dance) 16
Effect: Any target you hit must make a DC 10 + 1/2 level + Cha mod Will save, if your target fails, you may move them 5 * Cha mod feet

Greater Reaper's Vortex:
Prerequisite: lv 15 Perform(dance) 18
Effect: Any target you hit must make a DC 10 + 1/2 level + Cha mod Fort save, if your target fails, you knock them 5 * cha mod feet away

Perfect Press the Attack:
Prerequisite: lv 17 Perform(dance) 20
Effect: After moving your target you may attempt to trip them, using a Preform(dance) check instead of a strength check

Perfect Reaper's Vortex:
Prerequisite: lv 19 Perform(dance) 22
Maintain: Free action



Dimension Step:
You may use Dimension Step a number of times per day equal to your Cha mod, but only on your self, as a move action.

Double Dance:
Use 2 dances at once.

Triple Dance:
Use 3 dances at once

Dance of Death:
When ever you drop an opponent you gain a bonus to your Cha Score of +2 that lasts for Cha Mod Rounds

Grand Finale:
Once per day you may make a Perform(dance) check. For every 5 points you make you may add +1 to all rolls you make and reroll any natural 1s on d20 rolls for the next 2 rounds. After that you may not Perform any dances for the rest of the encounter.

Ok questions, comments, cares, concerns, and/or suggestions?

FlamingKobold
2010-04-01, 04:12 PM
Put it in a word document and replace the word "preform" with "perform" please.

Why 8 skill points? This doesn't seem like a skill monkey...

This is almost as SAD on charisma as the luck child one, and might be even worse than the factotum...

The dances are extremely powerful, even the lower level ones. The first one you get... Every attack provokes an AoO. Woah. Combat reflexes anyone? Also, you need to be a lot more specific with a lot of these things. In that example: does the AoO come before ttheir attack? Or after? It matters because you could trip them, they could knock you unconcious, you could knock them unconcious, etc.

Wannabehero
2010-04-01, 06:07 PM
First Impression: Special Powers, namely dances, seem to powerful.

I like the concept though.

If you don't mind, let me provide some examples showing a suggested path to rebalance.

---
Proviso: A Battledancer cannot use any dance powers while wearing medium or heavy armor.

Each round the Battledancer is using a dance power, make an opening Perform(Dance) check. This will set the dance power DC's for that round.

Defensive Wall
Add CHA mod to AC. Any enemy attacking the Battledancer in melee must succeed on a reflex save (DC equal to that round's Perform check) or become flat-footed until the beginning of their next turn.

Press the Attack
Add CHA mod to attack roles. One enemy struck by your attack this turn must succeed a Will save (DC equal to that round's Perform check) or receive a -1 penalty to attack roles until the beginning of your next turn. The penalty incurred increases by 1 for every four levels of Battledancer.

Soul Burn
Any number of incorporeal undead up to CHA mod within a radius of 15' take 1d4/ two levels of Battledancer +CHA mod fire-and-positive energy damage (Will save half damage, DC equal to that round's perform check). At 12th level this damage increases to 1d6/ two levels. A Battledancer may use this power a number of times per day equal to CHA mod + half his ranks in Perform(dance), rounded down. Using this power within the radius of a corpse of the recently deceased destroys the soul, preventing that creature from being brought back to life by such spells as raise dead and resurrection, though a wish or miracle spell may still be used.

---

These are some examples that I think keep the flavor you were going for, but are not as potentially powerful (they are still pretty damn powerful).

Good luck!

Drake Gryphon
2010-04-01, 10:12 PM
@FlamingKobold
The 8 skill points was my brain storming of all the thing they may have to do, and since you brought it up I concede I was probable over thinking it, and have lowered it. Also as I was redo the dances with Wannabehero's suggestions, I tried spreading out what abilities are used.

@Wannabehero
I used a lot of what you suggested when going threw the dances this time. More of the dances got changed at the start then near the end, mainly for the fact that a lot of the dances build off the base of it's earlier forms.

Thanks for the help everyone, any more suggestions?

Game Rule Information
Abilities: Charisma is the most important for class features, followed by Strength for better melee attacks, and 3rd is Dexterity.
Alignment: Any
Hit Die: d8

Class Skills

Balance
Bluff
Climb
Craft (any)
Diplomacy
Hide
Gather Info
Intimidate
Jump
Listen
Perform (Dance)
Profession (any)
Search
Sense Motive
Slight of Hand
Spot
Swim

Skill Points at 1st Level: (5 + Int modifier) x 4.
Skill Points at Each Level: 5 + Int modifier

Weapon Prof: Simple and Martial
Armor Prof: Light
Starting Money: 4d4*10

Battle Dancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Showtime, Dance: Defensive Wall

2nd|
+2|
+0|
+3|
+3|Uncanny Dodge

3rd|
+3|
+1|
+3|
+3|Dance: Press the Attack

4th|
+4|
+1|
+4|
+4|Dance: Daggerfall

5th|
+5|
+1|
+4|
+4|Dance: Soul Burn

6th|
+6/+1|
+2|
+5|
+5|Dimension Step

7th|
+7/+2|
+2|
+5|
+5|Dance: Reaper's Vortex

8th|
+8/+3|
+2|
+6|
+6|Improved Uncanny Dodge

9th|
+9/+4|
+3|
+6|
+6|Dance: Improved Press the Attack

10th|
+10/+5|
+3|
+7|
+7|Practiced Dance

11th|
+11/+6/+1|
+3|
+7|
+7|Dance: Improved Reaper's Vortex

12th|
+12/+7/+2|
+4|
+8|
+8|Double Dance

13th|
+13/+8/+3|
+4|
+8|
+8|Dance: Greater Press the Attack

14th|
+14/+9/+4|
+4|
+9|
+9|Dance: Elemental Waltz

15th|
+15/+10/+5|
+5|
+9|
+9|Dance: Greater Reaper's Vortex

16th|
+16/+11/+6/+1|
+5|
+10|
+10|Triple Dance

17th|
+17/+12/+7/+2|
+5|
+10|
+10|Dance: Perfect Press the Attack

18th|
+18/+13/+8/+3|
+6|
+11|
+11|Dance of Death

19th|
+19/+14/+9/+4|
+6|
+11|
+11|Dance: Perfect Reaper's Vortex

20th|
+20/+15/+10/+5|
+6|
+12|
+12|Grand Finale
[/table]

Class Features

Showtime:
You may add you Cha mod to your initiative.

Dances:
You may only use one dance at a time. You gain the bonuses of any given dance as long as you maintain it. You may only change dances once per turn. A Battle dancer cannot use any dance powers while wearing medium or heavy armor. Each round the Battledancer is using a dance power, make an opening Perform(Dance) check, that does not prevoke AoO. This will set the dance power DC's for that round.


Defensive Wall:
Prerequisite: lv 1 Perform(dance) 4
Effect: Add Cha Mod to AC. Anyone making a melee attack against the Battle Dancer must make a reflex save (DC equal to that round's Perform check) or provoke AoO. This Ability does not grant any extra AoO.

Press the Attack:
Prerequisite: lv 3 Perform(dance) 6
Effect: Add Cha Mod to attacks. One enemy struck by your attack this turn must succeed a Will save (DC equal to that round's Perform check) or receive a -1 penalty to attack roles until the beginning of your next turn. The penalty incurred increases by 1 for every four more levels of Battle dancer you gain (ex -2 at 7, -3 at 11, etc etc).
Maintain: Free Action

Daggerfall:
Prerequisite: lv 4 Perform(dance) 7
Effect: You may target Dex Mod number of targets within 30 feet to be the target of a attack with a Phantom Dagger. The Phantom Daggers do 1d4+Dex Mod 18-20 3x.
Maintain: Full Round

Soul Burn:
Prerequisite: lv 5 Perform(dance) 8
Effect: Any number of incorporeal undead up to Dex mod within a radius of 20' take 1d4/ two levels of Battledancer +Cha mod fire damage (Will save half damage, DC equal to that round's perform check). At 12th level this damage increases to 1d6/ two levels. A Battledancer may use this power a number of rounds per day equal to Cha mod + half his ranks in Perform(dance), rounded down. Using this power within the radius of a corpse of the recently deceased (2 hours/class level) destroys the soul, preventing that creature from being brought back to life by such spells as raise dead and resurrection, though a wish or miracle spell may still be used.
Maintain: Move Action

Reaper's Vortex:
Prerequisite: lv 7 Perform(dance) 10
Effect: Once per turn you can make one melee attack at your full base attack bonus with each Weapon you wield, against each opponent within reach.
Maintain: Full round action

Improved Press the Attack:
Prerequisite: lv 9 Perform(dance) 12
Effect: You may add your Cha mod to damage.

Improved Reaper's Vortex:
Prerequisite: lv 11 Perform(dance) 14
Maintain: Standard Action

Greater Press the Attack:
Prerequisite: lv 13 Perform(dance) 16
Effect: One target you hit must make a will save (DC equal to that round's Perform check), if your target fails, you may move them 5 * Dex mod feet

Elemental Waltz:
Prerequisite: lv 14 Perform(dance) 17
Effect: Each round you use this dance choose a damage type (fire, ice, electric, acid, or sonic) you may add 1d4+Cha Mod in damage of that type to all your attacks.
Maintain: Free Action

Greater Reaper's Vortex:
Prerequisite: lv 15 Perform(dance) 18
Effect: Any target you hit must make a fort save (DC equal to that round's Perform check), if your target fails, you knock them 5 * Str mod feet away

Perfect Press the Attack:
Prerequisite: lv 17 Perform(dance) 20
Effect: After moving your target you may attempt to trip them, You may use a Preform(dance) check instead of a strength check

Perfect Reaper's Vortex:
Prerequisite: lv 19 Perform(dance) 22
Maintain: Move action


Uncanny Dodge:
You gain the uncanny dodge.

Dimension Step:
You may use Dimension Step a number of times per day equal to your Cha mod, but only on your self, as a move action.

Improved Uncanny Dodge:
You gain improved uncanny dodge.

Practiced Dance:
You may take 10 on your dance checks.

Double Dance:
Use 2 dances at once.

Triple Dance:
Use 3 dances at once

Dance of Death:
When ever you drop an opponent you gain a bonus to your Cha Score of +2 that lasts for Cha Mod Rounds

Grand Finale:
Once per day you may make a Perform(dance) check. For every 5 points you make you may add +1 to all rolls you make and reroll any natural 1s on d20 rolls for the next 2 rounds. After that you may not Perform any dances for the rest of the encounter.

Merk
2010-04-01, 11:04 PM
If you're not wedded to the idea of this being a base class, consider making this a prestige class instead. As a base class, I feel that the concept is a bit narrow, especially considering that you get all of the dances at specific levels.

Light-Hero
2010-04-02, 01:31 PM
Have you read the tome of battle?? because I think that dances and stances seem kind of alike. Or manoeuvres if you prefer.

Also. You don't have to fill every cap. keep some levels clean. It makes the class least complex and tiresome to read though.

A suggested dance

A MTV like dances
Attack of Lady Gaga (dancer is considered an outsider)

Smack by the Rap (Drive by dmg. dancing forth, making a single attack and dancing away does not cause a AoO).

Ballet dance
Death of the Svan (As death attack, but you dance around your target instead of observing it.)

Drake Gryphon
2010-04-02, 10:26 PM
@Merk
The thought had crossed my mind, but for my game, I think a base class would work better

@Light-Hero
I have skimmed the Tome of Battle, and from what I remember your right the dances do come out like stances, but when I was originally making the class I didn't want to try and use something that I hadn't read fully.

Thanks everyone for your suggestions, any more.

FlamingKobold
2010-04-03, 01:47 AM
Please edit the current version into the OP. It's customary. If you want, you can keep the original in a spoiler at the bottom of the post.

Why just perform (Dance)? Sure, it's the best thing for the class, but if a battle dancer can swim, intimidate or learn various crafts, why can't they sing or play drums? Consider changing it to Perform (any). Skills generally happen in even numbers. There are no published classes with 5. Consider changing skills to either 4 or 6. Daggerfall and Elemental waltz are... awkward. All the other ones are alternating class levels, and then there are just those two. It seems quite odd. It's reminiscient of if, at some even levels, a rogue's sneak attack damage increased or a warlock's eldritch blast improved. Consider making dances more consistently gained. This is a question; I'm not trying to get you to change anything, but what is the reason for a good will save? I don't really see a connection. Reflex, sure, but will I don't get.

Will do individual dances later.

Drake Gryphon
2010-04-03, 12:43 PM
I'm gonna be away from my computer for a few days, but I wanted to try and answer your questions real quick FlamingKobold.


Perform: I debated any, and more or less decided between dance and any on a coin flip. I'll change it later.
Skills: I was looking at the skill section in PHB and I saw monk with 4 and ranger with 6. I thought they seemed more skillful than a monk but less than a ranger so I split the difference. I don't really see how having an odd skill count makes a difference.
Dances: In the OP dances were gained every odd level, and then I got the suggestion to make more dances. Those were the only 2 I came up with, and so not wanting to double up dances on any given level they got pushed to even levels. I would love to have a dance at every level, but I haven't had much luck thinking up more.
Will Save: In my original planning I had a reason for it, that I don't seem to be able to remember at the moment.


Noted about the editing the OP, sorry for any confusion.

Thanks for the help.

FlamingKobold
2010-04-04, 12:17 AM
Skills: I was looking at the skill section in PHB and I saw monk with 4 and ranger with 6. I thought they seemed more skillful than a monk but less than a ranger so I split the difference. I don't really see how having an odd skill count makes a difference.

It's not like it makes a difference, but it's just weird. No other class has it. For tradition's sake, I'd just pick one (Personally I'd go with 6), but it's your choice, of course.


Dances: In the OP dances were gained every odd level, and then I got the suggestion to make more dances. Those were the only 2 I came up with, and so not wanting to double up dances on any given level they got pushed to even levels. I would love to have a dance at every level, but I haven't had much luck thinking up more.

Hmmm... Okay. You could always try merging two dances into one to make room. But that's logical, I get it.

ForzaFiori
2010-04-04, 10:26 AM
Reaper's Vortex seems... grossly overpowered.
An average human could get 16 attacks a turn, in the right circumstances, all at full BAB (or rather, BAB-2 for duel wielding).
However, (and please correct me if I'm wrong on this) at later levels (14th and 19th), it stops being a full attack to do these 16 attacks, and turns into a standard action and move action.
So at 19th level, I could hit everyone around me twice (move action), then attack again (standard action)

However, I may be reading the class wrong, it has happened lots of times. I'm sorry if that is the case

Drake Gryphon
2010-04-06, 11:09 PM
@ForzaFiori: Your right it is possible for a human to get 16 attacks with reapers vortex. Think of it as whirlwind attack but you can use two weapon fighting or multiweapon fighting with it. You are also correct that at level 19 you could do it twice in one round. On the other hand I don't see it being too over powered. My logic, I've never seen whirlwind attack used, let alone say that it is overpowered, so what is adding an extra attack per target do, make it usable? Then by level 19 you can do this twice. The main problem I could see is great cleave, but if you really think it's a problem, you could add the bit like whirlwind attack about not being able to cleave while using it.

I'll update the class in a little bit, sorry about the delay.