PDA

View Full Version : Dance Til They Drop (Spell Dancer PrC 3.5) (PEACH)



LordErebus12
2014-02-08, 01:44 PM
Table: The Spell Dancer Prestige Class

Alignment: Any.
Hit Die: d6.

Class Skills
The Spell Dancer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at Each Additional Level: 6 + Int modifier.

Prerequisites
Feats: Dodge, Mobility, Weapon Finesse
Skills: Balance 8 ranks, Spellcraft 4 ranks, and Tumble 4 ranks

Level|Base Attack Bonus|Fort Save|Ref Save|Will Save |Special |Speed Bonus |Spells Per Day
1st|+0|+0|+2|+2 | Combat Acrobat, Dance (Warm Up) | +0 ft. |
2nd|+1|+0|+3|+3 | Sneak Attack +1d6 | +10 ft. | +1 level of existing spellcasting class
3rd|+2|+1|+3|+3 | Agile Slash | +10 ft. | +1 level of existing spellcasting class
4th|+3|+1|+4|+4 | Dance (Spell Deflection) | +10 ft. | +1 level of existing spellcasting class
5th|+3|+1|+4|+4 | Sneak Attack +2d6 | +20 ft. | +1 level of existing spellcasting class
6th|+4|+2|+5|+5 | Spring Attack | +20 ft. |
7th|+5|+2|+5|+5 | Dance (Flash Mob) | +20 ft. | +1 level of existing spellcasting class
8th|+6/+1|+2|+6|+6 | Sneak Attack +3d6 | +30 ft. | +1 level of existing spellcasting class
9th|+6/+1|+3|+6|+6 | Whirlwind Attack | +30 ft. | +1 level of existing spellcasting class
10th|+7/+2|+3|+7|+7 | Dance (Spell Turning) | +30 ft. | +1 level of existing spellcasting class


Class Features
All of the following are Class Features of the Spell Dancer prestige class.

Weapon and Armor Proficiency:
Spell Dancers gain no proficiency with any weapon or armor.

Combat Acrobat:
You gain Combat Acrobat (http://dndtools.eu/feats/players-handbook-ii--80/combat-acrobat--384/) as a bonus feat, from Player's Handbook 2, except you do not need to meet the prerequisites.

Dance (Ex/Sp/Su):
Once per day per Spell Dancer level, a Spell Dancer can use his dancing skill to produce various effects (generally supernatural) on himself or others around him. Each ability requires both a minimum Spell Dancer level and a minimum number of ranks in the Perform (Dance) skill to qualify; if a Spell Dancer does not have the required number of ranks in Perform (Dance) skill, he does not gain the ability until he acquires the needed ranks.

Starting a dance effect is a move action. Some abilities require concentration, which means the Spell Dancer must take a move action each round to maintain the ability. Even while using a dance that doesn’t require concentration, a Spell Dancer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a somatic component, an encumbered Spell Dancer suffers a chance to fail when attempting to use a Dance. If he fails, the attempt still counts against his daily limit.

Warm Up (Ex):
As a move action, the Spell Dancer can perform a quick warm up to prepare himself. Upon doing so, the Spell Dancer gains a +2 bonus on all attack and damage rolls, ability checks and skill checks for one hour. This ability does not stack with itself, but can be used again to reset the duration.

Spell Deflection (Su):
(As an immediate action, the Spell Dancer can turn quickly, deflecting an incoming spell, supernatural or spell like ability harmlessly away from him. This consumes the next move action of the Spell Dancer on the following turn. In the case of a target effect, it deflects harmlessly away. In the case of a line/cone effect, it turns the effect at a 45 degree angle away from the Spell Dancer. In the case of any other type of area effect, it simply creates a non-effecting square where the Spell Dancer stands)

Flash Mob (Sp):
(This ability will work like a mass dominate person, instructing the affected to dance instead of taking any aggressive action)

Spell Turning (Su):
(As an immediate action, the Spell Dancer can turn quickly, deflecting an incoming spell, supernatural or spell like ability harmlessly away from him. This consumes the next move action of the Spell Dancer on the following turn. Unlike Spell Deflection, this can only be used on target effects and not on area effects)

Fast Movement (Ex):
At 2nd level, a Spell Dancer gains an enhancement bonus to her speed, as shown on the table above, as long as he wears no armor, light armor or shields (except tower shields). A Spell Dancer in heavier armor than light or carrying a medium or heavy load loses this extra speed.

Sneak Attack:
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every few levels (2nd, 5th, and 8th). If an Spell Dancer gets a sneak attack bonus from another source the bonuses on damage stack.

Agile Slash (Ex):
Starting at 3rd level, a Spell Dancer can add his Dexterity modifier to damage, rather than his Strength Modifier. This can only be used on weapons that the weapon finesse feat can be applied to.

LordErebus12
2014-02-08, 01:45 PM
Reserved for whatever.