Phosphate
2012-05-20, 05:04 PM
So here, I wanted to make a class that relied on special combat mechanics, especially by making the full attack more interesting. It bears slight similarity with a martial initiator, with slightly lower customizability but slightly higher accent on options and choices you must take every round.
Also, using multiclass restrictions to prevent dipping. Always a fun idea.
The Dancer
http://heroes.ag.ru/h5/races/sylvan/jpg/HeroesV_Sylvan_02u_War_Dancer.jpg
You could bash his head repeatedly...or you could actually try to do something impressive. They're goners either way, but show some class, will you? - Yrasse, dancer, to her partner Grod
Organization: Dancers usually train in schools, although they're more rivals than a cohesive community, and it shows. A dancer will never think twice about sparing a life just because that life belongs to another dancer.
Race: Any, although more bulky races (races with con bonuses) are less likely and lean races (with dex bonuses) are more likely to succeed in their careers as dancers. Surprisingly, the most dancers, despite their moderate physique, are human.
Alignment: Any, although the intense discipline instilled when becoming a masterful dancer makes them lean towards Lawful. Also, spending long hours every day perfecting your routine and always making sure your body is at its optimum is pretty much the antithesis of altruism, so evil and neutral dancers are much more common than good ones.
Ability Scores: Strength is very important for a melee combatant as the dancer. Also, since he will be likely wearing light armor, the high Dex cap, in addition to several class features, will likely lead him to boost his dexterity. None of the other stats are really necessary, or are, just depending on the chosen dances known.
Multiclass restrictions: If a dancer has levels in classes other than dancer, he instantly loses the Pounce and Sharp Strike class features. He regains them when he reaches level 10 (in dancer).
Starting Age: simple
Starting Gold: as rogue
{table=head]Level|BAB|Fort|Ref|Will|Special |
Dances Known|
Steps Known/Class
1st|+1|+0|+2|+0|Perseverance, Sharp Strike (1)|
1|
1/H
2nd|+2|+0|+3|+0|Pounce|
1|
2/E
3rd|+3|+1|+3|+1||
1|
3/E
4th|+4|+1|+4|+1|Unwilling Partner|
1|
3/E
5th|+5|+1|+4|+1|Flow|
2|
4/E
6th|+6/+1|+2|+5|+2||
2|
5/D
7th|+7/+2|+2|+5|+2|Pair Coordination|
2|
5/D
8th|+8/+3|+2|+6|+2|Sharp Strike (2)|
2|
6/D
9th|+9/+4|+3|+6|+3||
3|
7/C
10th|+10/+5|+3|+7|+3|Fine Strike|
3|
7/C
11th|+11/+6/+1|+3|+7|+3|Inertia|
3|
8/C
12th|+12/+7/+2|+4|+8|+4||
3|
9/B
13th|+13/+8/+3|+4|+8|+4|Able-Jointed|
4|
10/B
14th|+14/+9/+4|+4|+9|+4|Style Switch|
4|
10/B
15th|+15/+10/+5|+5|+9|+5||
4|
11/A
16th|+16/+11/+6/+1|+5|+10|+5|Sharp Strike (3)|
4|
12/A
17th|+17/+12/+7/+2|+5|+10|+5|Shambling Dance|
5|
12/A
18th|+18/+13/+8/+3|+6|+11|+6||
5|
13/S
19th|+19/+14/+9/+4|+6|+11|+6|Impossible Legwork|
5|
14/S
20th|+20/+15/+10/+5|+6|+12|+6|Everdancer|
5|
14/S
[/table]
Alignment: Any
Hit Die: d10
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Nobility and Royalty) (Int), Knowledge (Local) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiency: Choose 1 niche when you gain 1st level:
- Latino: A dancer is proficient with all simple and martial melee weapons, light armor, and no shields.
- Standard: A dancer is proficient with all simple weapons, light armor, and all shields, except tower shields.
You can only learn Enhanced Dances from your chosen niche, and it also affects some class features.
Perseverance: A dancer must train every day for 1 hour to keep fit. If he skips training during a day, he loses his Pounce and Sharp Strike class features until he trains again for 1 hour per day 2 days in a row.
Sharp Strike (Ex): A dancer can land additional melee hits during a full attack. These hits are quick, albeit rather light. Also, a dancer is always able to make a full attack, even if his BaB is under 6 (since he has 2 attacks already: his normal attack and his first sharp strike).
At level 1, a dancer can make an additional attack at his highest BaB during a full attack, provided all his attacks are melee.
At level 8, a dancer can make an additional attack at his second highest BaB during a full attack, provided all his attacks are melee.
At level 16, a dancer can make an additional attack at his third highest BaB during a full attack, provided all his attacks are melee.
When rolling damage for sharp strikes, do not add your strength modifier.
Dances: A dancer, through his training, learns a series of particular dances. He starts with 1 dance that MUST be from his niche, and can have up to 5 dances at level 20. At levels 5, 9, 13, and 17, he must choose to either learn one additional dance, or learn the enhanced version of a niche dance he already knows.
Dances are used thusly: whenever you make a full attack, declare that you are entering a specific dance of yours. Dances offer passive benefits, pretty much like stances, but only as long as you can make a full attack per round, continuously. If you spend a round without making a full attack, you lose the benefits of your current dance, and cannot enter another dance next round (you can, however, enter a dance after 2 rounds).
Some dances make steps available, others simply grant steps above the number of steps known, while others don't grant either, but are noticeably stronger in effect.
Normally, the only way to stop a dance and begin another one is by skipping a full attack, waiting another round, and then full attacking again while entering a different dance.
Steps: Steps are special, extraordinary unless noted otherwise abilities that are activated by giving up a number of attacks when performing a full attack. As a rule, you can make multiple steps during the same full attack if you have sufficient attacks to give up, but you cannot make the same step twice in the same round.
You start play with 1 Hobby step and gain another step whenever it is shown in the table. Also, once every 3 levels, you may unlearn one step to learn 2 steps of the immediately lower class, one step of the same class, or one step of the immediately higher class. The order is Hobby - E - D - C - B - A - S.
Some steps specifically require a niche, some give special benefits to members of a certain niche, while others are fully universal.
Pounce: As the feat. From level 2 onward, on a charge you may make a full attack.
Unwilling Partner (Ex): A level 4 dancer can masterfully approach his enemies in such a way that they act as being surrounded. He gains the benefit of flaking against all opponents that are the same size category as him.
Flow (Ex): For every 2 points of dexterity modifier, a dancer of level 5 or more adds 5 feet both to his base speed and the distance he covers with his 5 foot step action. This benefit only applies when the dancer is wearing light or no armor.
Pair Coordination (Ex): A level 7 dancer can use Aid Another as a free action, but only once per round.
Fine Strike (Ex): A level 10 dancer adds his dexterity modifier to the damage dealt by his Sharp Strikes.
Inertia (Ex): A level 11 dancer keeps the passive benefits of the dance he's currently in 1 round after he should have lost them.
Able-Jointed (Ex): A level 13 dancer ignores the dexterity mod limit of his armor, but only if it is light.
Style Switch (Ex): A level 14 dancer can, while being in a dance, make a full attack and instantly enter a different one.
Shambling Dance (Ex): A level 17 dancer, while being in a dance, does not become staggered at 0 hit points and does not become unconscious at negative hit points. Instead, he is perfectly functional and stable until he reaches -10 hp, and then he drops dead. Also, he does not become unconscious or staggered from receiving a very high amount of nonlethal damage.
Impossible Legwork (Ex): A level 19 dancer can benefit from two dances at the same time. However, he cannot enter both dances in the same round, and cannot switch them both at the same time.
Everdancer (Ex): A level 20 dancer no longer ages, and all penalties he received from aging are removed. He continues to accrue the benefits, and he still dies at his maximum age. Also, while he is in a dance, he does not die regardless how low his hit points are (however, when the dance ends, if he is at -10 hit points or lower, he dies).
Also, using multiclass restrictions to prevent dipping. Always a fun idea.
The Dancer
http://heroes.ag.ru/h5/races/sylvan/jpg/HeroesV_Sylvan_02u_War_Dancer.jpg
You could bash his head repeatedly...or you could actually try to do something impressive. They're goners either way, but show some class, will you? - Yrasse, dancer, to her partner Grod
Organization: Dancers usually train in schools, although they're more rivals than a cohesive community, and it shows. A dancer will never think twice about sparing a life just because that life belongs to another dancer.
Race: Any, although more bulky races (races with con bonuses) are less likely and lean races (with dex bonuses) are more likely to succeed in their careers as dancers. Surprisingly, the most dancers, despite their moderate physique, are human.
Alignment: Any, although the intense discipline instilled when becoming a masterful dancer makes them lean towards Lawful. Also, spending long hours every day perfecting your routine and always making sure your body is at its optimum is pretty much the antithesis of altruism, so evil and neutral dancers are much more common than good ones.
Ability Scores: Strength is very important for a melee combatant as the dancer. Also, since he will be likely wearing light armor, the high Dex cap, in addition to several class features, will likely lead him to boost his dexterity. None of the other stats are really necessary, or are, just depending on the chosen dances known.
Multiclass restrictions: If a dancer has levels in classes other than dancer, he instantly loses the Pounce and Sharp Strike class features. He regains them when he reaches level 10 (in dancer).
Starting Age: simple
Starting Gold: as rogue
{table=head]Level|BAB|Fort|Ref|Will|Special |
Dances Known|
Steps Known/Class
1st|+1|+0|+2|+0|Perseverance, Sharp Strike (1)|
1|
1/H
2nd|+2|+0|+3|+0|Pounce|
1|
2/E
3rd|+3|+1|+3|+1||
1|
3/E
4th|+4|+1|+4|+1|Unwilling Partner|
1|
3/E
5th|+5|+1|+4|+1|Flow|
2|
4/E
6th|+6/+1|+2|+5|+2||
2|
5/D
7th|+7/+2|+2|+5|+2|Pair Coordination|
2|
5/D
8th|+8/+3|+2|+6|+2|Sharp Strike (2)|
2|
6/D
9th|+9/+4|+3|+6|+3||
3|
7/C
10th|+10/+5|+3|+7|+3|Fine Strike|
3|
7/C
11th|+11/+6/+1|+3|+7|+3|Inertia|
3|
8/C
12th|+12/+7/+2|+4|+8|+4||
3|
9/B
13th|+13/+8/+3|+4|+8|+4|Able-Jointed|
4|
10/B
14th|+14/+9/+4|+4|+9|+4|Style Switch|
4|
10/B
15th|+15/+10/+5|+5|+9|+5||
4|
11/A
16th|+16/+11/+6/+1|+5|+10|+5|Sharp Strike (3)|
4|
12/A
17th|+17/+12/+7/+2|+5|+10|+5|Shambling Dance|
5|
12/A
18th|+18/+13/+8/+3|+6|+11|+6||
5|
13/S
19th|+19/+14/+9/+4|+6|+11|+6|Impossible Legwork|
5|
14/S
20th|+20/+15/+10/+5|+6|+12|+6|Everdancer|
5|
14/S
[/table]
Alignment: Any
Hit Die: d10
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Nobility and Royalty) (Int), Knowledge (Local) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiency: Choose 1 niche when you gain 1st level:
- Latino: A dancer is proficient with all simple and martial melee weapons, light armor, and no shields.
- Standard: A dancer is proficient with all simple weapons, light armor, and all shields, except tower shields.
You can only learn Enhanced Dances from your chosen niche, and it also affects some class features.
Perseverance: A dancer must train every day for 1 hour to keep fit. If he skips training during a day, he loses his Pounce and Sharp Strike class features until he trains again for 1 hour per day 2 days in a row.
Sharp Strike (Ex): A dancer can land additional melee hits during a full attack. These hits are quick, albeit rather light. Also, a dancer is always able to make a full attack, even if his BaB is under 6 (since he has 2 attacks already: his normal attack and his first sharp strike).
At level 1, a dancer can make an additional attack at his highest BaB during a full attack, provided all his attacks are melee.
At level 8, a dancer can make an additional attack at his second highest BaB during a full attack, provided all his attacks are melee.
At level 16, a dancer can make an additional attack at his third highest BaB during a full attack, provided all his attacks are melee.
When rolling damage for sharp strikes, do not add your strength modifier.
Dances: A dancer, through his training, learns a series of particular dances. He starts with 1 dance that MUST be from his niche, and can have up to 5 dances at level 20. At levels 5, 9, 13, and 17, he must choose to either learn one additional dance, or learn the enhanced version of a niche dance he already knows.
Dances are used thusly: whenever you make a full attack, declare that you are entering a specific dance of yours. Dances offer passive benefits, pretty much like stances, but only as long as you can make a full attack per round, continuously. If you spend a round without making a full attack, you lose the benefits of your current dance, and cannot enter another dance next round (you can, however, enter a dance after 2 rounds).
Some dances make steps available, others simply grant steps above the number of steps known, while others don't grant either, but are noticeably stronger in effect.
Normally, the only way to stop a dance and begin another one is by skipping a full attack, waiting another round, and then full attacking again while entering a different dance.
Steps: Steps are special, extraordinary unless noted otherwise abilities that are activated by giving up a number of attacks when performing a full attack. As a rule, you can make multiple steps during the same full attack if you have sufficient attacks to give up, but you cannot make the same step twice in the same round.
You start play with 1 Hobby step and gain another step whenever it is shown in the table. Also, once every 3 levels, you may unlearn one step to learn 2 steps of the immediately lower class, one step of the same class, or one step of the immediately higher class. The order is Hobby - E - D - C - B - A - S.
Some steps specifically require a niche, some give special benefits to members of a certain niche, while others are fully universal.
Pounce: As the feat. From level 2 onward, on a charge you may make a full attack.
Unwilling Partner (Ex): A level 4 dancer can masterfully approach his enemies in such a way that they act as being surrounded. He gains the benefit of flaking against all opponents that are the same size category as him.
Flow (Ex): For every 2 points of dexterity modifier, a dancer of level 5 or more adds 5 feet both to his base speed and the distance he covers with his 5 foot step action. This benefit only applies when the dancer is wearing light or no armor.
Pair Coordination (Ex): A level 7 dancer can use Aid Another as a free action, but only once per round.
Fine Strike (Ex): A level 10 dancer adds his dexterity modifier to the damage dealt by his Sharp Strikes.
Inertia (Ex): A level 11 dancer keeps the passive benefits of the dance he's currently in 1 round after he should have lost them.
Able-Jointed (Ex): A level 13 dancer ignores the dexterity mod limit of his armor, but only if it is light.
Style Switch (Ex): A level 14 dancer can, while being in a dance, make a full attack and instantly enter a different one.
Shambling Dance (Ex): A level 17 dancer, while being in a dance, does not become staggered at 0 hit points and does not become unconscious at negative hit points. Instead, he is perfectly functional and stable until he reaches -10 hp, and then he drops dead. Also, he does not become unconscious or staggered from receiving a very high amount of nonlethal damage.
Impossible Legwork (Ex): A level 19 dancer can benefit from two dances at the same time. However, he cannot enter both dances in the same round, and cannot switch them both at the same time.
Everdancer (Ex): A level 20 dancer no longer ages, and all penalties he received from aging are removed. He continues to accrue the benefits, and he still dies at his maximum age. Also, while he is in a dance, he does not die regardless how low his hit points are (however, when the dance ends, if he is at -10 hit points or lower, he dies).