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ideasmith
2012-06-08, 10:59 PM
Spelldancer

Like a bard, but dance and pattern rather than song and sound.

Hit Die: d6
Alignment: Any non-lawful.
Starting Age:As Bard.
Starting Money:As Bard.

Class Skills
The spelldancer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Spelldancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special |AC Bonus

1st|
+0|
+0|
+2|
+2| Spelldancer, counterdance, fascinate, inspire courage +1|
+0

2nd|
+1|
+0|
+3|
+3| Evasion, two-weapon style|
+0

3rd|
+2|
+1|
+3|
+3| Inspire competence|
+0

4th|
+3|
+1|
+4|
+4|-- |
+0

5th|
+3|
+1|
+4|
+4| Somatic Dance|
+1

6th|
+4|
+2|
+5|
+5| Influence, improved two-weapon style|
+1

7th|
+5|
+2|
+5|
+5| --|
+1

8th|
+6/+1|
+2|
+6|
+6| Inspire courage +2|
+1

9th|
+6/+1|
+3|
+6|
+6| Inspire greatness, improved evasion|
+1

10th|
+7/+2|
+3|
+7|
+7|-- |
+2

11th|
+8/+3|
+3|
+7|
+7| Two-weapon mastery|
+2

12th|
+9/+4|
+4|
+8|
+8| Dance of freedom|
+2

13th|
+9/+4|
+4|
+8|
+8| --|
+2

14th|
+10/+5|
+4|
+9|
+9| Inspire courage +3|
+2

15th|
+11/+6/+1|
+5|
+9 |
+9| Inspire heroics 5|
+3

16th|
+12/+7/+2 |
+5|
+10|
+10 |--|
+3

17th|
+12/+7/+2|
+5|
+10|
+10| Poetry in motion|
+3

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

19th|
+14/+9/+4|
+6|
+11|
+11| Rhapsody in motion|
+3

20th|
+15/+10/+5|
+6|
+12|
+12| Inspire courage +4|
+4 [/table]


{table=head]Spells Per-Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | - | -
1st | 2 | - | - | - | - | - | - | - | - |
2nd | 3 | 0 | - | - | - | - | - | - | - |
3rd | 3 | 1 | - | - | - | - | - | - | - |
4th | 3 | 2 | 0 | - | - | - | - | - | - |
5th | 3 | 3 | 1 | - | - | - | - | - | - |
6th | 3 | 3 | 2 | - | - | - | - | - | - |
7th | 3 | 3 | 2 | 0 | - | - | - | - | - |
8th | 3 | 3 | 3 | 1 | - | - | - | - | - |
9th | 3 | 3 | 3 | 2 | - | - | - | - | - |
10th | 3 | 3 | 3 | 2 | 0 | - | - | - | - |
11th | 3 | 3 | 3 | 3 | 1 | - | - | - | - |
12th | 3 | 3 | 3 | 3 | 2 | - | - | - | - |
13th | 3 | 3 | 3 | 3 | 2 | 0 | - | - | - |
14th | 4| 3 | 3 | 3 | 3 | 1 | - | - | - |
15th | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - |
16th | 4 | 4 | 4 | 3 | 3 | 2 | 0 | - | - |
17th | 4 | 4 | 4 | 4 | 3 | 3 | 1 | - | - |
18th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | - | - |
19th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | - | - |
20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | - | - |
[/table][/table]

{table=head]Spells Known
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | - | -
1st | 4 | -| - | - | - | - | - | - | - |
2nd | 5 | 2 | - | - | - | - | - | - | - |
3rd | 6 | 3 | - | - | - | - | - | - | - |
4th | 6 | 3 | 2 | - | - | - | - | - | - |
5th | 6 | 4 | 3 | - | - | - | - | - | - |
6th | 6 | 4 | 3 | - | - | - | - | - | - |
7th | 6 | 4 | 4 | 2 | - | - | - | - | - |
8th | 6 | 4 | 4 | 3 | - | - | - | - | - |
9th | 6 | 4 | 4 | 3 | - | - | - | - | - |
10th | 6 | 4 | 4 | 4 | 2 | - | - | - | - |
11th | 6 | 4 | 4 | 4 | 3 | - | - | - | - |
12th | 6 | 4 | 4 | 4 | 3 | - | - | - | - |
13th | 6 | 4 | 4 | 4 | 4 | 2 | - | - | - |
14th | 6 | 4 | 4 | 4 | 4 | 3 | - | - | - |
15th | 6 | 4 | 4 | 4 | 4 | 3 | - | - | - |
16th | 6 | 5 | 4 | 4 | 4 | 4 | 2 | - | - |
17th | 6 | 5 | 5 | 4 | 4 | 4 | 3 | - | - |
18th | 6 | 5 | 5 | 5 | 4 | 4 | 3 | - | - |
19th | 6 | 5 | 5 | 5 | 5 | 4 |4 | - | - |
20th | 6 | 5 | 5 | 5 | 5 | 5 | 4 | - | - |
[/table][/table]

Class Features
All of the following are class features of the spelldancer PC class.

Weapon and Armor Proficiency: A spelldancer is proficient with all simple weapons, plus the handaxe, short sword, and whip. Spelldancers are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a spelldancer loses all class features except weapon proficiencies.
AC Bonus (Ex): When unarmored and unencumbered, the spelldancer adds her Charisma bonus (if any) to his AC. In addition, a spelldancer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five spelldancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the spelldancer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Spells: A spelldancer casts arcane spells, which are drawn from the spelldancer spell list. He can cast any spell he knows without preparing it ahead of time. Every spelldancer spell has a somatic component. To learn or cast a spell, a spelldancer must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a spelldancer’s spell is 10 + the spell level + the spelldancer’s Charisma modifier.
Like other spellcasters, a spelldancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Spelldancer. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Spelldancer Spells Known indicates that the spelldancer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The spelldancer’s selection of spells is extremely limited. A spelldancer begins play knowing four 0-level spells of your choice. At most new spelldancer levels, he gains one or more new spells, as indicated on Table: Spelldancer Spells Known. (Unlike spells per day, the number of spells a spelldancer knows is not affected by his Charisma score; the numbers on Table: Spelldancer Spells Known are fixed.)
Upon reaching 5th level, and at every third spelldancer level after that (8th, 11th, and so on), a spelldancer can choose to learn a new spell in place of one he already knows. In effect, the spelldancer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spelldancer spell the spelldancer can cast. A spelldancer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a spelldancer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Spelldance: Once per day per spelldancer level, a spelldancer can use his dance or patterned motion to produce magical effects on those around him (usually including himself, if desired). Each ability requires both a minimum spell level and a minimum number of ranks in the Perform skill to qualify; if a spelldancer does not have the required number of ranks in at least one Perform skill, he does not gain the spelldance ability until he acquires the needed ranks.
Starting a spelldance effect is a standard action. Some spelldance abilities require concentration, which means the spelldancer must take a standard action each round to maintain the ability. Even while using spelldance that doesn’t require concentration, a spelldancer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands).
A spelldancer cannot spelldance while immobilized or helpless. Spelldancing does not require a move action or in itself change the spelldancer’s location in game terms.
Counterdance (Su): A spelldancer with 3 or more ranks in a Perform skill can use his dance or patterned motion to counter magical effects of the pattern subschool. Each round of the counterdance, he makes a Perform check.
Any creature within 30 feet of the spelldancer (including the spelldancer himself ) that is affected by a pattern may use the spelldancer’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counterdance is already under the effect of a noninstantaneous pattern, it gains another saving throw against the effect each round it sees the counterdance, but it must use the spelldancer’s Perform check result for the save. Counterdance has no effect against effects that don’t allow saves. The spelldancer may keep up the counterdance for 10 rounds.
Fascinate (Sp): A spelldancer with 3 or more ranks in a Perform skill can use his dance or patterned motion to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see the spelldancer, and able to pay attention to him. The spelldancer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a spelldancer attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a spelldancer makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the spelldancer cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the motion, taking no other actions, for as long as the spelldancer continues to play and concentrate (up to a maximum of 1 round per spelldancer level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the spelldancer to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an illusion (pattern), mind-affecting ability.
Inspire Courage (Su): A spelldancer with 3 or more ranks in a Perform skill can use dance or patterned motion to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to see the spelldancer in motion. The effect lasts for as long as the ally sees the spelldancer in motion and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six spelldancer levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A spelldancer of 3rd level or higher with 6 or more ranks in a Perform skill can use his dance or patterned motion to help an ally succeed at a task. The ally must be within 30 feet and able to see the spelldancer. The spelldancer must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to see the spelldancer’s motion. Certain uses of this ability are infeasible. The effect lasts as long as the spelldancer concentrates, up to a maximum of 2 minutes. A spelldancer can’t inspire competence in himself.
Inspire competence is a mind-affecting ability.
Influence (Sp): A spelldancer of 6th level or higher with 9 or more ranks in a Perform skill can influence (see below) a creature that he has already fascinated (see above). Using this ability does not break the spelldancer’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Influencing doesn’t count against a spelldancer’s daily limit on Spelldancer performances. A Will saving throw (DC 10 + 1/2 spelldancer’s level + spelldancer’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass influence, below). The spelldancer’s suggestion is an illusion (pattern), mind-affecting ability.
You influence the target to perform a single action, which it does to the best of its ability at its earliest opportunity. You may select from the following options.
Approach
On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop
On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee
On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt
The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out the action on its next turn, the influence automatically fails. The spelldancer can, however, use influence again each round fascination is in effect.

Inspire Greatness (Su): A spelldancer of 9th level or higher with 12 or more ranks in a Perform skill can use dance or patterned motion to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a spelldancer attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a spelldancer must be in motion and an ally must see him in motion. The effect lasts for as long as the ally sees the spelldancer in motion and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Dance of Freedom (Sp): A spelldancer of 12th level or higher with 15 or more ranks in a Perform skill can use dance or patterned motion to create an effect equivalent to the break enchantment spell (caster level equals the character’s spelldancer level). Using this ability requires 1 minute of uninterrupted concentration and motion, and it functions on a single target within 30 feet. A spelldancer can’t use dance of freedom on himself.
Inspire Heroics (Su): A spelldancer of 15th level or higher with 18 or more ranks in a Perform skill can use dance or patterned motion to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three spelldancer levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a spelldancer must be in motion and an ally must see the spelldancer in motion for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally sees the spelldancer dance and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Influence (Sp): This ability functions like influence, above, except that a spelldancer of 18th level or higher with 21 or more ranks in a Perform skill can influence simultaneously to any number of creatures that he has already fascinated (see above). The spelldancer’s mass influence is an illusion (pattern), mind-affecting ability.
Evasion (Ex): At 2nd level or higher if a spelldancer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless spelldancer does not gain the benefit of evasion.
Two-Weapon Style (Ex): At 2nd level, a spelldancer is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Somatic Dance (Ex): At 5th level, a spelldancer no longer needs a hand free to meet somatic requirements for his spells.
Improved Two-Weapon Style (Ex): At 6th level, a spelldancer’s aptitude in two-weapon combat improves; he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Improved Evasion (Ex): At 9th level, a spelldancer’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless spelldancer does not gain the benefit of improved evasion.
Two-Weapon Style Mastery (Ex): At 11th level, a spelldancer’s aptitude in his two-weapon combat improves again; he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Poetry In Motion (Ex): A 17th level spelldancer adds his Charisma bonus (if any) to his Reflex save bonus, to his initiative and to Balance checks, Climb checks, Jump checks, Ride checks, Swim checks, and Tumble checks.
Rhapsody In Motion (Ex): A 19th level spelldancer adds his Charisma bonus (if any) to any attack rolls to which he can already add his Dexterity bonus.
Ex-Spelldancers
A spelldancer who becomes lawful in alignment cannot progress in levels as a spelldancer, though he retains all his spelldancer abilities.
SPELLDANCER SPELLS
The spelldancer spell list consists of :
• Those bard spells which have neither the language-dependent descriptor nor the sonic descriptor.
• Those bard and sorcerer spells which belong to the pattern subschool, with 6th level patterns being 5th level for spelldancers, and 7th and 8th level patterns being 6th level for spelldancers
All spelldancer spells require somatic components, even where the spell in question does not normally require such a compenent.
CHANGE LOG
6/9/2012 Fixed description.
6/9/2012 Fixed table typos (Thank you, Dhraseon.)
6/9/2012 Removed redundancy from rhapsody in motion (Thank you, Dhraseon.)
6/9/2012 Added remaining bardic patterns to spell list.

Dhraseon
2012-06-09, 03:20 AM
Typo in the table you put at lv twenty a bonus of 40 ac instead of +4, that would be awesome tho.

Also aren't these two the same ability?Except it now adds to attack rolls?


AC Bonus (Ex): When unarmored and unencumbered, the spelldancer adds her Charisma bonus (if any) to his AC. In addition, a spelldancer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five spelldancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the spelldancer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.


Rhapsody In Motion (Ex): A 19th level spelldancer adds his Charisma bonus (if any) to his AC, and to any attack rolls to which he can already add his Dexterity bonus.


Other than that it looks great but, I'm not the best when it comes to critiquing homebrew classes.

ideasmith
2012-06-09, 12:59 PM
Typo in the table you put at lv twenty a bonus of 40 ac instead of +4, that would be awesome tho.

Also aren't these two the same ability?Except it now adds to attack rolls?






Other than that it looks great but, I'm not the best when it comes to critiquing homebrew classes.

Thank you for catching those. Fixed.