Phosphate
2011-07-07, 10:27 AM
The Wardancer
http://www.maps4heroes.com/heroes5/pictures/sylvan/2.jpg
Move swift as the breeze, feel as if your body is a fluid, flowing through the world, through your weapons, through your enemies. Thus, you will always have enough momentum to strike your foes. - Hazir, Wardancer
Wardancers are warriors who combine their impressive strength and uncanny agility to accomplish remarkable techniques which disarm, disorient and ultimately kill their opponents. Getting in melee range with a wardancer is either utterly foolish or the bravest thing in the world, as any foe, no matter how strong, will barely land a single hit while the wardancer lands a dozen.
Organization: Wardancers are tribe leaders, and as such any race who has Barbarian as favored class has this as favored class aswell. Wardancers usually don't work together, and if they do, they are in groups of no more than 4 or 5. Truly, wardancers are rather rare, and have such an intricate fighting style that it is very hard even for a master to teach others the style. In truth, wardancing is at the same time something you know, something you work very hard to perfect, and something you feel.
Alignment: Any, though wardancers tend to be bloodlusting and aggressive, which makes the sight of a Neutral Good one very rare.
Race: Any race able to move swiftly and act on instinct can produce wardancers, although races with natural high dexterity usually have it easier.
Starting Age: As Wizard (complex)
Starting Gold: As Fighter
Hit Die: d10
Class Skills
The Wardancer's class skills (and the key ability for each skill) are...
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
WARDANCER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Seasoned Blade Fighter
2nd|
+2|
+3|
+3|
+0|Trained Accuracy (19-20)
3rd|
+3|
+3|
+3|
+1|Battle Shift
4th|
+4|
+4|
+4|
+1|Sequential Strike
5th|
+5|
+4|
+4|
+1|Counterstrike
6th|
+6/1|
+5|
+5|
+2|Jousting
7th|
+7/2|
+5|
+5|
+2|Trained Accuracy (18-20)
8th|
+8/3|
+6|
+6|
+2|Physical Stability
9th|
+9/4|
+6|
+6|
+3|Uncanny Dodge
10th|
+10/5|
+7|
+7|
+3|Improved Counterstrike
11th|
+11/6/1|
+7|
+7|
+3|Battle Movement
12th|
+12/7/2|
+8|
+8|
+4|Trained Accuracy (17-20)
13th|
+13/8/3|
+8|
+8|
+4|Attrition Flurry
14th|
+14/9/5|
+9|
+9|
+4|Extreme Strength Training
15th|
+15/10/5|
+9|
+9|
+5|Greater Counterstrike
16th|
+16/11/6/1|
+10|
+10|
+5|Perfect Two-Weapon Fighting
17th|
+17/12/7/2|
+10|
+10|
+5|Trained Accuracy (16-20)
18th|
+18/13/8/3|
+11|
+11|
+6|Pinpointed Attacks
19th|
+19/14/9/4|
+11|
+11|
+6|Extreme Strength Training
20th|
+20/15/10/5|
+12|
+12|
+6|Trained Accuracy (15-20)[/table]
Weapon and Armor Proficiencies: A Wardancer is proficient with all one-handed slashing weapons, no matter if they are simple, martial or exotic. He is also proficient with light and medium armor, and no shields.
Class Features
Seasoned Blade Fighter (Ex): A Wardancer can consider either of his hands as his primary hand for the purposes of wielding slashing weapons only. He also considers both his hands as primary hands for the purposes of applying attack penalties when dual wielding slashing weapons (meaning he also adds his full strength modifier to both hands).
Trained Accuracy (Ex): A Wardancer trains hard to improve the accuracy of his attacks. If attacking with a slashing weapon, he will be guaranteed a hit not only on a natural 20, but also on lower natural rolls (he will still only threaten a critical on a natural 20). This decreases by 1 at level 2 (19-20), level 7 (18-20), level 12 (17-20), level 17 (16-20) and level 20 (15-20). Also, from level 2, a Wardancer does not instantly miss on a natural 1.
Battle Shift (Ex): A Wardancer may, instead of the usual 5 foot step, make a 15 foot shift (even before or after a full round action). If you provoke an attack of opportunity by doing this, you get a +4 bonus to AC.
Sequential Strike (Ex): During an attack with a slashing weapon, a Wardancer receives one additional strike. This applies both to full attacks AND standard attacks. This strike must be the last one in the full attack/standard attack, always uses a Base Attack Bonus of +0, cannot cause a critical, and deals only 3/4 of the damage roll.
Counterstrike (Ex): Once per round, if you are subjected to a melee attack, you are wielding a slashing weapon, and you can add your dexterity modifier to your AC, you can take a -4 penalty to attack for this ability only and use your attack roll instead of your AC. If this succeeds, your opponent's melee attack fails normally (as if his attack roll was lower than your AC). If this fails, your opponent must still make a check against your AC, but you are not allowed to add your dexterity modifier.
Jousting (Ex): The bonus from this ability only applies if your attack is done with a slashing weapon, and is done after you take a move action/battle shift (if making a full round attack). Your first melee attack deals 1/20 more damage for every square you traveled this round, capped at 20/20. If you DO reach the cap for this ability, you gain a +2 bonus to the attack roll of all your attacks this turn.
Physical Stability (Ex): The Wardancer is exceptionally stable. He can only be Bull Rushed by opponents two size categories larger or more, and Tripped and Overrun by opponents one size category larger or more. You do not provoke attacks of opportunity if standing up from prone.
Uncanny Dodge (Ex): This works like the Rogue ability Uncanny Dodge. If you already have Uncanny dodge from another source, this becomes Improved Uncanny dodge. In addition, if you have this, you retain your dexterity bonus to AC if you use Counterstrike and fail.
Improved Counterstrike (Ex): Just like Counterstrike, except the penalty is only -2. Also, if it works, not only does the opponent miss, but his weapon is treated as if it was Sundered.
Battle Movement (Ex): Starting from level 11, the Wardancer adds 5 feet to his speed per level, and a one-time 10 feet bonus to Battle Shift. This stacks with bonus movement from any other sources. Also, as long as he is moving normally (through normal terrain, on foot, not running), he gains a +2 bonus to AC and Counterstrike against attacks of opportunity.
Attrition Flurry (Ex): Fighting with a Wardancer is a deeply daunting activity. If a Wardancer successfully attacks an opponent with a slashing weapon and deals damage, that opponent is affected by this for 4 turns, and must make a Fortitude Save against a DC of 5. If he fails, he is Fatigued for that turn. Successive Saves increase the DC by +5 per save, no matter if a save is successful or failed. Hitting the opponent again renews the duration, but does not reset the DC.
Strength Training (Ex): The Wardancers go to inhuman lengths of pain and effort to perfect their bodies. A level 14 Wardancer takes a permanent 10 point penalty to his hit points, but gains a permanent +2 increase to his base strength (base, as in this is not a bonus). Also, he can wield a two-handed slashing weapon with one hand with no penalty, but if he dual wields, his other weapon must be light.
Greater Counterstrike (Ex): Same as Counterstrike, except there is no penalty. Also, if it works, the opponent's weapon is treated as being Sundered, and you can immediately make a melee attack against him using an attack roll equal to what you rolled for the Greater Counterstrike.
Perfect Two-Weapon Fighting (Ex): A level 16 Wardancer instantly receives the Greater Two-Weapon Fighting feat, even if he doesn't qualify for it. If he already has Greater Two-Weapon Fighting, he gains Two-Weapon Defense. He may use the bonuses from these feats only if he is wielding two slashing weapons.
Pinpointed Attacks (Ex): A level 18 Wardancer strikes with such precision that his opponents are denied their dexterity bonus to AC when he attacks them. Also, on a natural 20, he doesn't just threaten a critical with his attack, he simply scores a critical.
Extreme Strength Training (Ex): The Wardancer is subjected to enough effort to kill the average person. His hit points are permanently reduced by a further 10 points, he gains a permanent +4 increase to his base strength (which stacks with that offered by Strength Training), and he can wield two-handed slashing weapons in both hands without penalty.
http://www.maps4heroes.com/heroes5/pictures/sylvan/2.jpg
Move swift as the breeze, feel as if your body is a fluid, flowing through the world, through your weapons, through your enemies. Thus, you will always have enough momentum to strike your foes. - Hazir, Wardancer
Wardancers are warriors who combine their impressive strength and uncanny agility to accomplish remarkable techniques which disarm, disorient and ultimately kill their opponents. Getting in melee range with a wardancer is either utterly foolish or the bravest thing in the world, as any foe, no matter how strong, will barely land a single hit while the wardancer lands a dozen.
Organization: Wardancers are tribe leaders, and as such any race who has Barbarian as favored class has this as favored class aswell. Wardancers usually don't work together, and if they do, they are in groups of no more than 4 or 5. Truly, wardancers are rather rare, and have such an intricate fighting style that it is very hard even for a master to teach others the style. In truth, wardancing is at the same time something you know, something you work very hard to perfect, and something you feel.
Alignment: Any, though wardancers tend to be bloodlusting and aggressive, which makes the sight of a Neutral Good one very rare.
Race: Any race able to move swiftly and act on instinct can produce wardancers, although races with natural high dexterity usually have it easier.
Starting Age: As Wizard (complex)
Starting Gold: As Fighter
Hit Die: d10
Class Skills
The Wardancer's class skills (and the key ability for each skill) are...
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
WARDANCER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Seasoned Blade Fighter
2nd|
+2|
+3|
+3|
+0|Trained Accuracy (19-20)
3rd|
+3|
+3|
+3|
+1|Battle Shift
4th|
+4|
+4|
+4|
+1|Sequential Strike
5th|
+5|
+4|
+4|
+1|Counterstrike
6th|
+6/1|
+5|
+5|
+2|Jousting
7th|
+7/2|
+5|
+5|
+2|Trained Accuracy (18-20)
8th|
+8/3|
+6|
+6|
+2|Physical Stability
9th|
+9/4|
+6|
+6|
+3|Uncanny Dodge
10th|
+10/5|
+7|
+7|
+3|Improved Counterstrike
11th|
+11/6/1|
+7|
+7|
+3|Battle Movement
12th|
+12/7/2|
+8|
+8|
+4|Trained Accuracy (17-20)
13th|
+13/8/3|
+8|
+8|
+4|Attrition Flurry
14th|
+14/9/5|
+9|
+9|
+4|Extreme Strength Training
15th|
+15/10/5|
+9|
+9|
+5|Greater Counterstrike
16th|
+16/11/6/1|
+10|
+10|
+5|Perfect Two-Weapon Fighting
17th|
+17/12/7/2|
+10|
+10|
+5|Trained Accuracy (16-20)
18th|
+18/13/8/3|
+11|
+11|
+6|Pinpointed Attacks
19th|
+19/14/9/4|
+11|
+11|
+6|Extreme Strength Training
20th|
+20/15/10/5|
+12|
+12|
+6|Trained Accuracy (15-20)[/table]
Weapon and Armor Proficiencies: A Wardancer is proficient with all one-handed slashing weapons, no matter if they are simple, martial or exotic. He is also proficient with light and medium armor, and no shields.
Class Features
Seasoned Blade Fighter (Ex): A Wardancer can consider either of his hands as his primary hand for the purposes of wielding slashing weapons only. He also considers both his hands as primary hands for the purposes of applying attack penalties when dual wielding slashing weapons (meaning he also adds his full strength modifier to both hands).
Trained Accuracy (Ex): A Wardancer trains hard to improve the accuracy of his attacks. If attacking with a slashing weapon, he will be guaranteed a hit not only on a natural 20, but also on lower natural rolls (he will still only threaten a critical on a natural 20). This decreases by 1 at level 2 (19-20), level 7 (18-20), level 12 (17-20), level 17 (16-20) and level 20 (15-20). Also, from level 2, a Wardancer does not instantly miss on a natural 1.
Battle Shift (Ex): A Wardancer may, instead of the usual 5 foot step, make a 15 foot shift (even before or after a full round action). If you provoke an attack of opportunity by doing this, you get a +4 bonus to AC.
Sequential Strike (Ex): During an attack with a slashing weapon, a Wardancer receives one additional strike. This applies both to full attacks AND standard attacks. This strike must be the last one in the full attack/standard attack, always uses a Base Attack Bonus of +0, cannot cause a critical, and deals only 3/4 of the damage roll.
Counterstrike (Ex): Once per round, if you are subjected to a melee attack, you are wielding a slashing weapon, and you can add your dexterity modifier to your AC, you can take a -4 penalty to attack for this ability only and use your attack roll instead of your AC. If this succeeds, your opponent's melee attack fails normally (as if his attack roll was lower than your AC). If this fails, your opponent must still make a check against your AC, but you are not allowed to add your dexterity modifier.
Jousting (Ex): The bonus from this ability only applies if your attack is done with a slashing weapon, and is done after you take a move action/battle shift (if making a full round attack). Your first melee attack deals 1/20 more damage for every square you traveled this round, capped at 20/20. If you DO reach the cap for this ability, you gain a +2 bonus to the attack roll of all your attacks this turn.
Physical Stability (Ex): The Wardancer is exceptionally stable. He can only be Bull Rushed by opponents two size categories larger or more, and Tripped and Overrun by opponents one size category larger or more. You do not provoke attacks of opportunity if standing up from prone.
Uncanny Dodge (Ex): This works like the Rogue ability Uncanny Dodge. If you already have Uncanny dodge from another source, this becomes Improved Uncanny dodge. In addition, if you have this, you retain your dexterity bonus to AC if you use Counterstrike and fail.
Improved Counterstrike (Ex): Just like Counterstrike, except the penalty is only -2. Also, if it works, not only does the opponent miss, but his weapon is treated as if it was Sundered.
Battle Movement (Ex): Starting from level 11, the Wardancer adds 5 feet to his speed per level, and a one-time 10 feet bonus to Battle Shift. This stacks with bonus movement from any other sources. Also, as long as he is moving normally (through normal terrain, on foot, not running), he gains a +2 bonus to AC and Counterstrike against attacks of opportunity.
Attrition Flurry (Ex): Fighting with a Wardancer is a deeply daunting activity. If a Wardancer successfully attacks an opponent with a slashing weapon and deals damage, that opponent is affected by this for 4 turns, and must make a Fortitude Save against a DC of 5. If he fails, he is Fatigued for that turn. Successive Saves increase the DC by +5 per save, no matter if a save is successful or failed. Hitting the opponent again renews the duration, but does not reset the DC.
Strength Training (Ex): The Wardancers go to inhuman lengths of pain and effort to perfect their bodies. A level 14 Wardancer takes a permanent 10 point penalty to his hit points, but gains a permanent +2 increase to his base strength (base, as in this is not a bonus). Also, he can wield a two-handed slashing weapon with one hand with no penalty, but if he dual wields, his other weapon must be light.
Greater Counterstrike (Ex): Same as Counterstrike, except there is no penalty. Also, if it works, the opponent's weapon is treated as being Sundered, and you can immediately make a melee attack against him using an attack roll equal to what you rolled for the Greater Counterstrike.
Perfect Two-Weapon Fighting (Ex): A level 16 Wardancer instantly receives the Greater Two-Weapon Fighting feat, even if he doesn't qualify for it. If he already has Greater Two-Weapon Fighting, he gains Two-Weapon Defense. He may use the bonuses from these feats only if he is wielding two slashing weapons.
Pinpointed Attacks (Ex): A level 18 Wardancer strikes with such precision that his opponents are denied their dexterity bonus to AC when he attacks them. Also, on a natural 20, he doesn't just threaten a critical with his attack, he simply scores a critical.
Extreme Strength Training (Ex): The Wardancer is subjected to enough effort to kill the average person. His hit points are permanently reduced by a further 10 points, he gains a permanent +4 increase to his base strength (which stacks with that offered by Strength Training), and he can wield two-handed slashing weapons in both hands without penalty.